Re: Arranging Fields- Not Visually Showing Up
Posted: Sat Mar 27, 2021 2:29 pm
So I've got to a really good spot with the Editor, I've been browsing topics and finding answers for all my questions! The sorting folder / solution specifically is fantastic, knowing that Disco Elysium goes for the single database solution gave me a lot of confidence to go with that!
It's been great working with it, and I think I need some clarification on a couple of things related to this.
So 1) I've been having some trouble in using the START entry as a way to set the panels as you taught in the example you'd sent over - I'm pretty clear on how to set this in the flow of one conversation, so if I need to change panel positions midway I'm golden, but changing the panel position of an actor for that instance of a conversation is alluding me.
So for example I have a conversation that starts with the player looking at an npc, and I need to make it obvious they're looking at them, without them having say anything, they also take up the panel position that a previous actor would have done, or a previous actor would have been changed to in order to also appease this.
In short I always want to be able to control a conversation based on which is the left and the right space (0 and 1) before the first line of dialogue even plays - and I've set up Sequence Shortcuts for that.
I think part of this is causing an issue I think I've seen a couple of people report, one in 2017 and one in 2018, but I trawled through the fixes and couldn't find an obvious solution for me, I think it happens because I'm trying to change positions around as I can see the conversation panels changing.
This shows the conversation has frozen/paused/got stuck, so the first conversation node is highlighted in green, the text isn't showing up and the continue button that's always been there isn't. Oddly enough, this doesn't always happen 100% of the time, I've seen it happen mostly after coming from another dialogue entry.
I also tried using the debug info log to see an obvious problem, and all I can see is that the dialogue stops printing after the last delay message.
If me messing around with trying to always set the 0,1 positions to different characters before them even saying something I can cross that bridge, but thanks for taking a look through this!
Appreciate this is a lot of info all at once, so happy to send over a build if it isn't quickly obvious what I'm messing up here!!
Thanks again!
It's been great working with it, and I think I need some clarification on a couple of things related to this.
So 1) I've been having some trouble in using the START entry as a way to set the panels as you taught in the example you'd sent over - I'm pretty clear on how to set this in the flow of one conversation, so if I need to change panel positions midway I'm golden, but changing the panel position of an actor for that instance of a conversation is alluding me.
So for example I have a conversation that starts with the player looking at an npc, and I need to make it obvious they're looking at them, without them having say anything, they also take up the panel position that a previous actor would have done, or a previous actor would have been changed to in order to also appease this.
In short I always want to be able to control a conversation based on which is the left and the right space (0 and 1) before the first line of dialogue even plays - and I've set up Sequence Shortcuts for that.
I think part of this is causing an issue I think I've seen a couple of people report, one in 2017 and one in 2018, but I trawled through the fixes and couldn't find an obvious solution for me, I think it happens because I'm trying to change positions around as I can see the conversation panels changing.
This shows the conversation has frozen/paused/got stuck, so the first conversation node is highlighted in green, the text isn't showing up and the continue button that's always been there isn't. Oddly enough, this doesn't always happen 100% of the time, I've seen it happen mostly after coming from another dialogue entry.
I also tried using the debug info log to see an obvious problem, and all I can see is that the dialogue stops printing after the last delay message.
If me messing around with trying to always set the 0,1 positions to different characters before them even saying something I can cross that bridge, but thanks for taking a look through this!
Appreciate this is a lot of info all at once, so happy to send over a build if it isn't quickly obvious what I'm messing up here!!
Thanks again!