Timeline Sequencer Command Error
Posted: Tue Feb 06, 2018 12:38 am
Hello, Tony
I'm trying to trigger a timeline sequence (that has a conversation track )from a conversation. The problem: as the Timeline sequence uses a dialogue conversation two dialogues become active at the same time. When I trigger the conversation, and thus trigger the timeline sequence, I get this error:
Dialogue System: Another conversation is already active. Not starting '5-Gilalee'.
UnityEngine.Debug:LogWarning(Object)
PixelCrushers.DialogueSystem.DialogueSystemController:StartConversation(String, Transform, Transform, Int32)
PixelCrushers.DialogueSystem.DialogueManager:StartConversation(String, Transform, Transform, Int32)
PixelCrushers.DialogueSystem.ConversationMixerBehaviour:ProcessFrame(Playable, FrameData, Object) (at Assets/Dialogue System/Scripts/Supplemental/Timeline/Playables/Conversation/ConversationMixerBehaviour.cs:39)
Is it possible to trigger, from a conversation node, a timeline sequence that contains a conversation track? The reason I am trying to do this is that I am using a mixture of both Timeline sequences (for more elaborate conversations) and basic interactions with mostly just dialogue. If I place A Timeline trigger as a child of the NPC and make it conditional the collider of the Playable directory interferes with the collider for the conversation trigger.
Thanks in advance,
Nathan
I'm trying to trigger a timeline sequence (that has a conversation track )from a conversation. The problem: as the Timeline sequence uses a dialogue conversation two dialogues become active at the same time. When I trigger the conversation, and thus trigger the timeline sequence, I get this error:
Dialogue System: Another conversation is already active. Not starting '5-Gilalee'.
UnityEngine.Debug:LogWarning(Object)
PixelCrushers.DialogueSystem.DialogueSystemController:StartConversation(String, Transform, Transform, Int32)
PixelCrushers.DialogueSystem.DialogueManager:StartConversation(String, Transform, Transform, Int32)
PixelCrushers.DialogueSystem.ConversationMixerBehaviour:ProcessFrame(Playable, FrameData, Object) (at Assets/Dialogue System/Scripts/Supplemental/Timeline/Playables/Conversation/ConversationMixerBehaviour.cs:39)
Is it possible to trigger, from a conversation node, a timeline sequence that contains a conversation track? The reason I am trying to do this is that I am using a mixture of both Timeline sequences (for more elaborate conversations) and basic interactions with mostly just dialogue. If I place A Timeline trigger as a child of the NPC and make it conditional the collider of the Playable directory interferes with the collider for the conversation trigger.
Thanks in advance,
Nathan