[Solved] Swap between barks and normal dialogues.

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Japtor
Posts: 120
Joined: Thu Jun 28, 2018 1:41 pm

[Solved] Swap between barks and normal dialogues.

Post by Japtor »

Hi,

Is there a way to configure/control the moments where a NPC can only bark and other ones where he could have a normal dialogue with the player (in a same scene)?

Thanks! :)
Last edited by Japtor on Wed Oct 31, 2018 11:42 am, edited 1 time in total.
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Tony Li
Posts: 22057
Joined: Thu Jul 18, 2013 1:27 pm

Re: Swap between barks and normal dialogues.

Post by Tony Li »

Yes. I'll present a few ideas:

- Put each on a Dialogue System Trigger. Deactivate one trigger (e.g., Bark) and activate the other (Conversation).

- Put each on a Dialogue System Trigger. Use the Condition section to specify which one can be used.

- If the NPC barks on idle, deactivate the Bark On Idle component when the NPC can't bark.

If that doesn't cover what you need, let me know what you're looking for.
Japtor
Posts: 120
Joined: Thu Jun 28, 2018 1:41 pm

Re: Swap between barks and normal dialogues.

Post by Japtor »

Hi,

The second option worked for me and I think is the best one, as I can control which type of dialogue can be used with a simple bool inside the Variables part.

Thanks! :)
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