Response Menu Sequence and Continue Mode
Posted: Mon Feb 18, 2019 1:14 pm
Hello again!
Firstly, thanks for including my requested features in the last updates, really helped me a lot!
Got again some new questions and problems. The first one is once again related to articy:draft and response menu sequences. In your articy:draft template, the field name is “Response_Menu_Sequence”. But after importing the XML, instead of adding it to the field “Response Menu” it creates a new one. Tried to change the field name in articy:draft but it’s not possible to add a blank space to the name.
The second problem I’m facing is related to the “SetContinueMode()” sequence.
In certain dialogues nodes, I want to prevent the user from pressing the continue button (I used your “UI Button Key Trigger” script to tie it to the right mouse button). While the continue mode is set to false, I execute some other sequences before I switch the continue mode back a couple of seconds later. The problem is that if I click rapidly, sometimes the “SetContinueMode(false)” seems to be ignored. The other sequences that get started at the same time, will be played but not if they are time delayed. An example:
I’ve created some command sequences that let my characters move and stop during the dialog. Now the walking sequence is played, but because I’m clicking to fast, “SetContinueMode” and “StopWalk ()@0.7” are skipped, which breaks all cutscenes. But when I check the console with debug level info enabled, it appears that all the sequences are at least played.
Sometimes “SetContinueMode” is not skipped, but instead, the mode is switched on the following dialogue node, which blocks the player from continuing (I set the min subtitle seconds to 100000 because I don't want auto continue)
I can’t really fix this issue with “require”, because it’s important, that the sequences are played in a certain order. But I added it to some “SetContinueMode(true)” so at the very least you don’t get stuck.
Tried to solve this problem for a while now, (for example I tried to delay the continue click, but that created just new problems) but unfortunately, I was not able to find a solution ...
Firstly, thanks for including my requested features in the last updates, really helped me a lot!
Got again some new questions and problems. The first one is once again related to articy:draft and response menu sequences. In your articy:draft template, the field name is “Response_Menu_Sequence”. But after importing the XML, instead of adding it to the field “Response Menu” it creates a new one. Tried to change the field name in articy:draft but it’s not possible to add a blank space to the name.
The second problem I’m facing is related to the “SetContinueMode()” sequence.
In certain dialogues nodes, I want to prevent the user from pressing the continue button (I used your “UI Button Key Trigger” script to tie it to the right mouse button). While the continue mode is set to false, I execute some other sequences before I switch the continue mode back a couple of seconds later. The problem is that if I click rapidly, sometimes the “SetContinueMode(false)” seems to be ignored. The other sequences that get started at the same time, will be played but not if they are time delayed. An example:
Code: Select all
SetContinueMode(false);
AnimatorBool(Sitting, false, Lars);
Walk(0,-1,Lars);
StopWalk(Lars)@0.7;
SetContinueMode(true)@1.3;
Sometimes “SetContinueMode” is not skipped, but instead, the mode is switched on the following dialogue node, which blocks the player from continuing (I set the min subtitle seconds to 100000 because I don't want auto continue)
I can’t really fix this issue with “require”, because it’s important, that the sequences are played in a certain order. But I added it to some “SetContinueMode(true)” so at the very least you don’t get stuck.
Tried to solve this problem for a while now, (for example I tried to delay the continue click, but that created just new problems) but unfortunately, I was not able to find a solution ...