articy:draft dialogue slots
Posted: Wed Dec 19, 2018 11:16 am
Hi Tony,
We aim to reference a dialogue/conversation from within an Item, so that it can be looked up and started from code, like so:
The main problem with this as it stands right now is that upon import, the articy "Slot" for the conversation's name shows up incomplete. For example, it only gives me "ZeroHertz" whereas the full path name for that conversation is "Dialogue/Tonewood Forest/M4 BUILD SPECIFIC/ZeroHertz". Only looking up "ZeroHertz" will fail to find anything naturally.
It would be very beneficial for us to have this slot show up with the complete path. For now, our workaround will be prepending the full path in code, and placing all dialogues needed by this specific code in that same folder. Please let me know if this is something you can address eventually, thank you!
We aim to reference a dialogue/conversation from within an Item, so that it can be looked up and started from code, like so:
Code: Select all
var cutsceneName = action.LookupValue(Consts.Articy.PostDialogueSlot);
if (DialogueManager.MasterDatabase.GetConversation(cutsceneName) != null)
{
DialogueManager.StartConversation(cutsceneName);
}
It would be very beneficial for us to have this slot show up with the complete path. For now, our workaround will be prepending the full path in code, and placing all dialogues needed by this specific code in that same folder. Please let me know if this is something you can address eventually, thank you!