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Re: articy:draft document import bug / multiple portaits question
Posted: Sun May 12, 2019 9:24 pm
by Tony Li
Doh, sorry, twice up there I typed "slot" instead of "strip".
It should be a strip named "AlternatePortraits". For its Allowed Object Types, tick only Images.
I even typed it wrong in the manual. I've fixed it for the next release.
Re: articy:draft document import bug / multiple portaits question
Posted: Sun May 12, 2019 11:56 pm
by twobytwogames
Ah ha, got it! Took me a few tries to get it right...didn't realize that I needed to name both the "Feature parameters" as well as the "Property parameters" as "AlternatePortraits", as well as select both "Images", and "Assets" (images only) (see pic:
https://imgur.com/a/i2RKqmZ) at first, but I got there.
Thanks for the assist!
Re: articy:draft document import bug / multiple portaits question
Posted: Mon May 13, 2019 12:53 am
by twobytwogames
Since I've got you here - what's the easiest way to directly access these images and change the PC (or NPC) portrait images accordingly? I've got the SetPCPortrait() function call, but I don't know how to specify them in the first argument of the call. Or maybe there's a better way I haven't found on the forum/manual yet - I'll keep looking in the meantime
Pic of database export:
https://imgur.com/a/XvD0gBE
Edit: I realized I didn't really specify my intended method of implantation - I'd planned on using Stage Directions (sequences) to determine what the mood of the character was supposed to be, and change the portrait accordingly. I've already been using:
Code: Select all
var actorName = DialogueManager.currentConversationState.subtitle.speakerInfo.Name;
var actorSequence = DialogueManager.currentConversationState.subtitle.sequence;
In order to access the actor and the sequence.
Re: articy:draft document import bug / multiple portaits question
Posted: Mon May 13, 2019 9:16 am
by Tony Li
Hi,
In the Dialogue System, each portrait has a number. The Portrait field is 1. The Alternate Portraits start numbering at 2. So Element 0 is 2, Element 1 is 3, etc. You can open your dialogue database in the
Dialogue Editor window to see the portrait numbers.
There are two ways to change the displayed portrait.
To show an alternate portrait for a single dialogue fragment, use the
[pic=#] markup tag in the
Dialogue Text field. For example, to show PlayerPleased:
- Dialogue Text: "I'm pleased! [pic=3]"
To permanently change the displayed portrait for all subsequent dialogue fragments, use the
SetPortrait() sequencer command in
Stage Directions, specifying "pic=#" as the texture name:
- Dialogue Text: "I'm going to stay pleased."
- Stage Directions: {{default}}; SetPortrait(Player, pic=3)
Note that I also included the keyword {{default}} in the Stage Directions. This pulls in the Dialogue Manager's Default Sequence, which typically delays the subtitle to give the player time to read the subtitle.