Player Sequencor After Alert
Posted: Fri May 22, 2015 4:53 am
4613 wrote: In this scenario, is the end of the wait period when the player clicks continue to continue/end the conversation?
Not quite; {{end}} is based on your Dialogue Manager's Display Settings:
{{end}} = Max(MinSubtitleSeconds, TextLength / SubtitleCharsPerSecond)
So if your text is 90 characters long, and SubtitleCharsPerSecond is 10, then {{end}} will be 90 / 10 = 9 seconds long.
4613 wrote: Also the required makes it run presumably even if the player attempts to skip past the dialogue by maybe clicking fast?
If the player clicks the continue button (if you've defined one) or presses the Cancel key defined on the Dialogue Manager, the dialogue entry ends before {{end}} seconds have elapsed. In this case, the required keyword makes sure the sequencer command runs anyway.
4613 wrote: Also nowait makes the cutscene run without waiting for it to finish. So say I had another cutscene run right after I would simply switch nowait to wait in order for the second cutscene to wait for the first one to finish?
Unfortunately that's a little more complicated. You might find it easier to chain the cutscenes in Adventure Creator. In the Dialogue System, sequencer commands start at specified times. For example:
Audio(beep)@2.0
plays the "beep" audio clip at the 2.0 second mark.
Let's say you have two AC cutscenes, cutscene1 and cutscene2. If you know exactly how long cutscene1 is (for example, 3.1 seconds), you can do this:
AC(cutscene1); AC(cutscene2,nowait)@3.1
Otherwise you'll need to use the "->Message" and "@Message" syntax, like this:
AC(cutscene1)->Message(done1); AC(cutscene2,nowait)@Message(done1)
When AC(cutscene1) is done, it will send a message "done1" to the sequencer. The second command -- AC(cutscene2,nowait) -- will wait until it receives this message.
(The Tutorial Example uses this syntax to wait for the player to run around and complete some tasks before progressing the conversation.)
Not quite; {{end}} is based on your Dialogue Manager's Display Settings:
{{end}} = Max(MinSubtitleSeconds, TextLength / SubtitleCharsPerSecond)
So if your text is 90 characters long, and SubtitleCharsPerSecond is 10, then {{end}} will be 90 / 10 = 9 seconds long.
4613 wrote: Also the required makes it run presumably even if the player attempts to skip past the dialogue by maybe clicking fast?
If the player clicks the continue button (if you've defined one) or presses the Cancel key defined on the Dialogue Manager, the dialogue entry ends before {{end}} seconds have elapsed. In this case, the required keyword makes sure the sequencer command runs anyway.
4613 wrote: Also nowait makes the cutscene run without waiting for it to finish. So say I had another cutscene run right after I would simply switch nowait to wait in order for the second cutscene to wait for the first one to finish?
Unfortunately that's a little more complicated. You might find it easier to chain the cutscenes in Adventure Creator. In the Dialogue System, sequencer commands start at specified times. For example:
Audio(beep)@2.0
plays the "beep" audio clip at the 2.0 second mark.
Let's say you have two AC cutscenes, cutscene1 and cutscene2. If you know exactly how long cutscene1 is (for example, 3.1 seconds), you can do this:
AC(cutscene1); AC(cutscene2,nowait)@3.1
Otherwise you'll need to use the "->Message" and "@Message" syntax, like this:
AC(cutscene1)->Message(done1); AC(cutscene2,nowait)@Message(done1)
When AC(cutscene1) is done, it will send a message "done1" to the sequencer. The second command -- AC(cutscene2,nowait) -- will wait until it receives this message.
(The Tutorial Example uses this syntax to wait for the player to run around and complete some tasks before progressing the conversation.)