Re: Can I achieve This JRPG Cutscene (PS2 etc) Using Dialogue System?
Posted: Sat Jul 13, 2024 8:05 pm
Hi Toni,
The sequencer message function is working.
but when i tried using HidePanel(0);
it shows like this
img
and i couldnt find the sequence function using the + button
i tried using
but the dialogue system behaved not as expected..
1.)is there anything im missing?
2.)i notice that when SLATE cutscene is paused, the character animation stop, is it expected?
3.)if possible, how to make animation like character idle still looping when slate pauses?
4.) i would like to put "..." on a bark with 1 character per second , so i set that in a new conversation like this image,
but my bark UI Text has typewriter effect with 30 chars per second (since i would like to enable character to talk with bark with 30 chars per second speed)like this.
how can i make the bark UI follow the conversation subtitle setting instead of typewriter effect just for this conversation?
The sequencer message function is working.
but when i tried using HidePanel(0);
it shows like this
img
and i couldnt find the sequence function using the + button
i tried using
Code: Select all
SetDialoguePanel(false);
Continue()@Message(Resume);
SetDialoguePanel(true);
1.)is there anything im missing?
2.)i notice that when SLATE cutscene is paused, the character animation stop, is it expected?
3.)if possible, how to make animation like character idle still looping when slate pauses?
4.) i would like to put "..." on a bark with 1 character per second , so i set that in a new conversation like this image,
but my bark UI Text has typewriter effect with 30 chars per second (since i would like to enable character to talk with bark with 30 chars per second speed)like this.
how can i make the bark UI follow the conversation subtitle setting instead of typewriter effect just for this conversation?