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Re: How to talk on a timeline
Posted: Sun Oct 16, 2022 11:03 am
by Tony Li
Hi,
How do the other two conversations advance? Does the player click a continue button? Or do they not use continue button mode?
Re: How to talk on a timeline
Posted: Sun Oct 16, 2022 11:30 am
by SBSun
The other two conversations are self-talk and are executed by the StartConversation function in the Script.
The Continue Button has a value of Never.
Re: How to talk on a timeline
Posted: Sun Oct 16, 2022 11:41 am
by Tony Li
When the timeline conversation's Continue Conversation clip runs, do the other (non-Timeline) conversations also disappear? If so, this is a known issue that I will have to address.
Re: How to talk on a timeline
Posted: Sun Oct 16, 2022 12:01 pm
by SBSun
No, it is not.
The problems with the dialogue set as the timeline now are as follows.
1. Text is displayed for a very short time or is not displayed
2. Only the first entry is output, the next entry is not output
Re: How to talk on a timeline
Posted: Sun Oct 16, 2022 12:11 pm
by SBSun
Photo 1 is a Conversation executed in the timeline.
If you look at the 2nd picture, you can see that the first line is normal and the sequence works well.
However, in the 3rd picture, the next line is printed and the UI should be deactivated 2 seconds later, but only that log is printed and no lines are output.
Re: How to talk on a timeline
Posted: Sun Oct 16, 2022 1:10 pm
by Tony Li
Does this happen only when more than one conversation is active at a time?
If so, does each conversation have its own dialogue UI? If not, add an Override Dialogue UI component to each NPC. Assign a dialogue UI, such as Basic Standard Dialogue UI, even if the NPC uses a custom bubble subtitle panel.
Re: How to talk on a timeline
Posted: Mon Oct 17, 2022 8:41 am
by SBSun
The Override Dialog UI has already been set in Enemy Prefab.
When testing with all 3 Enemys enabled, there was a bug where the dialogue caused by Tilmline ended as soon as the second entry started, and sometimes the other 2 dialogues behaved strangely.
The two pictures are logs of this situation.
In the Conversation performed by two Enemys, Delay(4) was set as the Default Sequence, but there was a situation in which it was turned off in the middle of less than 4 seconds.
When I activated only the Timeline Enemy and ran the dialogue, the first entry worked fine, but the second didn't.
Re: How to talk on a timeline
Posted: Mon Oct 17, 2022 10:12 am
by Tony Li
SBSun wrote: ↑Mon Oct 17, 2022 8:41 amWhen I activated only the Timeline Enemy and ran the dialogue, the first entry worked fine, but the second didn't.
Let's examine this first.
In 2.PNG, "Dialogue System: Ending conversation" appears immediately after Guard_CutScene says the second entry. Try moving the final Continue Conversation clip to a point later in the timeline.
Re: How to talk on a timeline
Posted: Mon Oct 17, 2022 10:20 am
by SBSun
The timeline is organized like a photo. As Tony answered above, there are two entries, but one more Continue clip is added to complete the Conversation.
Re: How to talk on a timeline
Posted: Mon Oct 17, 2022 11:20 am
by Tony Li
Would you please send a
reproduction project to tony (at) pixelcrushers.com along with a list of the steps I should follow to experience the issue?