Re: Single OnUse Message appears to trigger twice.
Posted: Tue Jun 23, 2020 12:07 pm
Hi Tony,
So I can see the conversation and Dialogue entry ID's in the conversations window and they are all grayed out as un-editable. I certainly haven't deliberately changed any and I don't know where I would honestly. As for using the correct Database, I've been adding new conversations and dialogue entries the last couple of days (pretty much all barks) and they all seem to work fine, none of which display in green as they trigger though. The only additional database I could find is the autobackup and that also doesn't display the green highlight, so I haven't accidentally switched to that somehow.
So a couple of things that might affect it (Stuff I can think of that has modified the Dialogue Manager). I am using a Prefab variant of the original Dialogue Manager in my scene. It has a saver and a LUA functions script etc. You helped me change to the InControl input system a little while back, so some of the input commands are being routed through an additional script. I'm not using the 'Usable' script or triggers for it anywhere, so I may be skipping past something that would normally flag the current conversation in the Dialogue Manager somehow?
It does seem odd though since the conversations are playing correctly and are edited as I fiddle with them in the database, but as they play they don't highlight. It's not a massive problem or anything, just a bit odd.
I left a review of the Asset on the Asset store by the way. It's been fantastic so far and your help is invaluable so I thought I really should.
Cheers,
Rob
So I can see the conversation and Dialogue entry ID's in the conversations window and they are all grayed out as un-editable. I certainly haven't deliberately changed any and I don't know where I would honestly. As for using the correct Database, I've been adding new conversations and dialogue entries the last couple of days (pretty much all barks) and they all seem to work fine, none of which display in green as they trigger though. The only additional database I could find is the autobackup and that also doesn't display the green highlight, so I haven't accidentally switched to that somehow.
So a couple of things that might affect it (Stuff I can think of that has modified the Dialogue Manager). I am using a Prefab variant of the original Dialogue Manager in my scene. It has a saver and a LUA functions script etc. You helped me change to the InControl input system a little while back, so some of the input commands are being routed through an additional script. I'm not using the 'Usable' script or triggers for it anywhere, so I may be skipping past something that would normally flag the current conversation in the Dialogue Manager somehow?
It does seem odd though since the conversations are playing correctly and are edited as I fiddle with them in the database, but as they play they don't highlight. It's not a massive problem or anything, just a bit odd.
I left a review of the Asset on the Asset store by the way. It's been fantastic so far and your help is invaluable so I thought I really should.
Cheers,
Rob