The sequence of a Player's conversation line does not run at the beginning (of player choice), but it runs at the end after choice, what's wrong?
For example:
Npc1: blabla1
Sequence: SetActive(something, true)
Npc1: blabla2
Player: choice a
with Sequence: SetActive(something, false)
Player: choice b
with Sequence: SetActive(something, false)
Now the Sequences written in the player choice never runs at the beginning when the choice lines displayed. But instead, it runs after user choice.
How to solve it?
The sequence of a Player's conversation line does not run at the beginning?
Re: The sequence of a Player's conversation line does not run at the beginning?
Hi,
That's intentional. It shouldn't run the sequence until the player has actually selected the choice.
If you want to run a sequence as soon as the player response menu appears, there are two ways:
1. On the preceding NPC node, tick the Add Response Menu Sequence checkbox, and enter the sequence in the Response Menu Sequence field.
If you want to run a sequencer command when the player hovers over a choice but hasn't clicked it yet, you'll need to use a script. You can use this example script which is on the Dialogue System Extras page.
That's intentional. It shouldn't run the sequence until the player has actually selected the choice.
If you want to run a sequence as soon as the player response menu appears, there are two ways:
1. On the preceding NPC node, tick the Add Response Menu Sequence checkbox, and enter the sequence in the Response Menu Sequence field.
- Response Menu Sequence: Audio(Jeopardy_Music)
- Dialogue Text: "What's your answer?"
- Sequence: Camera(Closeup); required Audio(Jeopardy_Music)@99999
If you want to run a sequencer command when the player hovers over a choice but hasn't clicked it yet, you'll need to use a script. You can use this example script which is on the Dialogue System Extras page.