Last major questions!
Posted: Wed Jul 03, 2019 4:22 pm
First of all Tony, I want to thank you again for making the Dialogue System and Quest Machine. They're both excellent products and I really enjoy using them! Second of all, thank you for being so helpful, responsive, and so friendly! It makes using your products that much more enjoyable.
With that all being said, I'm getting really close to get the fundamentals of how I want the Dialogue System to work in my project but I've just got a few things that I'm not 100% and just want to ask if they are possible or not.
1) I'm using the Top-Down Engine (I've mentioned this far too many times, sorry!) and one of the scripts that is on the Dialogue Manager is called "Pause Top Down During Conversation" and it has two bools - "Pause During Conversations" and "Disable Input During Conversations". I have "Disable Input During Conversations" as I want animations playing in the background and other things going on. The only problem is that the continue button, which is mapped to the Spacebar, is also disabled which means I am unable to continue the dialogue. Is it possible to make sure that all input is disabled APART from the Spacebar (or any other button I wish to have)?
2) The next question is, is it possible to have dialogue text not appear in the same box if I want to have them separated? What I mean by this is let's say I have a piece of dialoague that reads,
"Hi. Did you see the weather today? It was nice"
Normally, what will happen is that all that text will appear in one box. However, how can I have it if I want some parts of the text separate so that the dialogue box deletes the first part of the text and then shows the next part of the text. I'll try show this visually.
Current -
Hi. Did you see the weather today? It was nice.
Desired -
Hi. (Once Hi is said and the player presses continue, the text is deleted but the dialogue box still stays, and then the next sentence appears)
Did you see the weather today? (Again, player presses continue, text is deleted, dialogue box stays there, and then next sentence appears)
It was nice.
If you need more information for this question, I'll try give you a more visual example by sending you a video or something!
3) This question is about the fade in/fade out animation of the dialogue box. In one of my test sequences, I have an NPC walk a set path once a quest is complete. The player interacts with the NPC, the dialogue box fades in, it shows a piece of text, it then abruptly disappears instead of fading out, the NPC walks, then the dialogue box reappears but it doesn't fade in. I'm using SetEnabled to disable the whole canvas but should I be doing something else just to make the canvas fade in/out?
4) The last thing isn't a question but a possible bug (with the Top Down Engine). So, if you run, not walk, into an NPC whose dialogue is triggered by going into their trigger box, once the dialogue box disappears, the Top-Down Character's state is in run, even if you don't hold down the run button. I've only tested this out in the 2D version of the engine but I can send you a video of me doing it in case you're unable to reproduce it.
I'm really sorry about the length of this but these are the last few things that are bugging me (apart from the typewriter effect but there seems to be loads of information on that so I'll do that separately). Thank you so much in advance!
With that all being said, I'm getting really close to get the fundamentals of how I want the Dialogue System to work in my project but I've just got a few things that I'm not 100% and just want to ask if they are possible or not.
1) I'm using the Top-Down Engine (I've mentioned this far too many times, sorry!) and one of the scripts that is on the Dialogue Manager is called "Pause Top Down During Conversation" and it has two bools - "Pause During Conversations" and "Disable Input During Conversations". I have "Disable Input During Conversations" as I want animations playing in the background and other things going on. The only problem is that the continue button, which is mapped to the Spacebar, is also disabled which means I am unable to continue the dialogue. Is it possible to make sure that all input is disabled APART from the Spacebar (or any other button I wish to have)?
2) The next question is, is it possible to have dialogue text not appear in the same box if I want to have them separated? What I mean by this is let's say I have a piece of dialoague that reads,
"Hi. Did you see the weather today? It was nice"
Normally, what will happen is that all that text will appear in one box. However, how can I have it if I want some parts of the text separate so that the dialogue box deletes the first part of the text and then shows the next part of the text. I'll try show this visually.
Current -
Hi. Did you see the weather today? It was nice.
Desired -
Hi. (Once Hi is said and the player presses continue, the text is deleted but the dialogue box still stays, and then the next sentence appears)
Did you see the weather today? (Again, player presses continue, text is deleted, dialogue box stays there, and then next sentence appears)
It was nice.
If you need more information for this question, I'll try give you a more visual example by sending you a video or something!
3) This question is about the fade in/fade out animation of the dialogue box. In one of my test sequences, I have an NPC walk a set path once a quest is complete. The player interacts with the NPC, the dialogue box fades in, it shows a piece of text, it then abruptly disappears instead of fading out, the NPC walks, then the dialogue box reappears but it doesn't fade in. I'm using SetEnabled to disable the whole canvas but should I be doing something else just to make the canvas fade in/out?
4) The last thing isn't a question but a possible bug (with the Top Down Engine). So, if you run, not walk, into an NPC whose dialogue is triggered by going into their trigger box, once the dialogue box disappears, the Top-Down Character's state is in run, even if you don't hold down the run button. I've only tested this out in the 2D version of the engine but I can send you a video of me doing it in case you're unable to reproduce it.
I'm really sorry about the length of this but these are the last few things that are bugging me (apart from the typewriter effect but there seems to be loads of information on that so I'll do that separately). Thank you so much in advance!