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Override Portraits during a full conversation
Posted: Sun Jun 24, 2018 6:11 am
by Alatriste
Hi,
I wondering whether there is a way to set up a conversation with different portraits that the ones are assigned by default. I played a bit with the variables in "All Fields" but it didn't work.
I'm asking because during some conversations my characters are wearing outside clothes, while inside, they don't wear coats. I was doing this using the [pic=#] option but shouldn't be an easier/faster way to do this? Also when I have an answering branch, the system shows the default portrait for the actor player, so sometimes it will be wrong.
Re: Override Portraits during a full conversation
Posted: Sun Jun 24, 2018 8:21 am
by Tony Li
Hi,
Use the
SetPortrait() sequencer command.
Let's say pic 1 is Ned's inside clothes, and pic 2 is Ned's outside clothes.
If you're playing an outside conversation, put this sequencer command in the first node:
Ned will permanently use pic 2 until you change it with another SetPortrait() command.
You can also change the portrait to any texture inside a Resources folder. For example, say Ned is in outer space, and the Resources folder contains an image named Spacesuit:
Alatriste wrote: ↑Sun Jun 24, 2018 6:11 amAlso when I have an answering branch, the system shows the default portrait for the actor player, so sometimes it will be wrong.
I'll investigate this.
Re: Override Portraits during a full conversation
Posted: Sun Jun 24, 2018 1:25 pm
by Alatriste
It works like a charm.
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I'd suggest adding also to the list of commands "SetPanel" for the same purpose.
Edit: I think found a bug.
When I have a 2nd branch in the dialogue using Menu Text and Dialogue, the response panel doesn't show up with the options. It gets stuck because there is not Continue button. However, if I connect it (to debug it) to the Start node, then it works fine.
Re: Override Portraits during a full conversation
Posted: Sun Jun 24, 2018 2:56 pm
by Tony Li
Alatriste wrote: ↑Sun Jun 24, 2018 1:25 pmI'd suggest adding also to the list of commands "SetPanel" for the same purpose.

Good idea. I'll add it.
Alatriste wrote: ↑Sun Jun 24, 2018 1:25 pmWhen I have a 2nd branch in the dialogue using Menu Text and Dialogue, the response panel doesn't show up with the options. It gets stuck because there is not Continue button. However, if I connect it (to debug it) to the Start node, then it works fine.
Would you please send me an example? I can't reproduce this.
Does the player's panel have a continue button?
What is the value of the Dialogue Manager's Input Settings > Always Force Response Menu checkbox?
If you don't want to use a continue button, you can set the node's Sequence to something like:
This will automatically continue after a duration based on the text length.
Re: Override Portraits during a full conversation
Posted: Mon Jun 25, 2018 3:27 am
by Alatriste
I'll take a look this evening when I come back home and I'll update the thread.
