How to handle NPC's dialogue with each other?
Posted: Tue Jun 04, 2019 8:58 pm
Hello,
I now have a stable DSU integration for UCC and lipsync pro and Behavior Designer. Conversations and barks are working pretty well. However, I am having a hard time trying to figure out how to have different NPC's to talk to each other as "overheard" conversations. For example, I would like to have Guard1 and Guard2 to start talking about a rumor when I get close to them (trigger enter). If I try to do this with a conversation, then in the current state of the dialogue manager it disables the controls, but I just want to pass by and listen to them converse, not cut the stream. If I use barks, I can handle it in a super complicated mess of barks, wait scripts, and dialogue triggers, but that is not sustainable if I am to do more of these.
What is the best way to handle two NPC characters talking to each other with lipsync without interrupting the player's gameplay?
I now have a stable DSU integration for UCC and lipsync pro and Behavior Designer. Conversations and barks are working pretty well. However, I am having a hard time trying to figure out how to have different NPC's to talk to each other as "overheard" conversations. For example, I would like to have Guard1 and Guard2 to start talking about a rumor when I get close to them (trigger enter). If I try to do this with a conversation, then in the current state of the dialogue manager it disables the controls, but I just want to pass by and listen to them converse, not cut the stream. If I use barks, I can handle it in a super complicated mess of barks, wait scripts, and dialogue triggers, but that is not sustainable if I am to do more of these.
What is the best way to handle two NPC characters talking to each other with lipsync without interrupting the player's gameplay?