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Two different dialogues executing at the same time
Posted: Fri Jun 16, 2017 11:06 am
by scratchyback
Hello,
We are making a game where in one scene a player could have two conversations at the same time with two different NPC's. There would be the main dialogue, with its own UI and own conversation, and while the player is handling that, the phone could ring and a different dialogue has to start up with also its own UI. So two interactive dialogues on different sides of the screen.
Is this in any way possible and if so....could you point us in the right direction?
Thanks!
Re: Two different dialogues executing at the same time
Posted: Fri Jun 16, 2017 2:14 pm
by Tony Li
Hi,
Yes, tick the Dialogue Manager's Allow Simultaneous Conversations checkbox, and configure at least one of the conversations to use an
Override Dialogue UI (or an Override Display Settings if you want to override more behavior than just the UI).
Here's an example scene that was made for a similar request:
TurnBasedMultipleConversationExample_2017-02-23.unitypackage
If you use continue buttons, this updated version demonstrates the same thing with continue buttons:
ContinueSpecificConversationExample_2017-06-14.unitypackage
It runs four simultaneous conversations in their own UIs.
Re: Two different dialogues executing at the same time
Posted: Sun Jun 18, 2017 4:38 am
by scratchyback
Thanks a lot! We have tried this and thanks to your extensive examples we had it u and running in no time. It works perfectly.
Re: Two different dialogues executing at the same time
Posted: Sun Jun 18, 2017 9:30 am
by Tony Li
Great! Thanks for letting me know.
Re: Two different dialogues executing at the same time
Posted: Tue Sep 05, 2017 4:12 am
by irve
Noticed: If you get around, there's a confusing explanation in documentation:
Code: Select all
bool PixelCrushers.DialogueSystem.DialogueSystemController.allowSimultaneousConversations = false
-- "Set true to include sim status for each dialogue entry."
Re: Two different dialogues executing at the same time
Posted: Tue Sep 05, 2017 8:20 am
by Tony Li
Thanks for reporting it. I'll fix it in the next release.