Conversations that can be "heard" only at certain distance
Posted: Mon Mar 30, 2020 11:24 am
Hi!
I'm working with SLATE sequencer and Dialogue System to time the conversations and animations. It works pretty well, you really did a good job with the integration.
Now I'm implementing some NPC dialogues (with other NPC), that triggers when the player enters certain range (I just play the SLATE sequence) and that sequence have all fragments from the conversation.
Now what i'd like to do is, that when the player is outside the range, the dialogue system don't show the UI. The conversation should continue as normal.
I thought about making a new action in the SLATE sequencer that evaluates the player distance and then decide to execute or not the fragment in the conversation, while the sequence keeps playing but i'd like to know if there is a better way to aproach this.
Edit: Also this could make two conversations active at the same time. This would be a trouble? (I'm trying to use SLATE sequencer every time i can, to adjust the time of each fragment of dialogue)
I'm working with SLATE sequencer and Dialogue System to time the conversations and animations. It works pretty well, you really did a good job with the integration.
Now I'm implementing some NPC dialogues (with other NPC), that triggers when the player enters certain range (I just play the SLATE sequence) and that sequence have all fragments from the conversation.
Now what i'd like to do is, that when the player is outside the range, the dialogue system don't show the UI. The conversation should continue as normal.
I thought about making a new action in the SLATE sequencer that evaluates the player distance and then decide to execute or not the fragment in the conversation, while the sequence keeps playing but i'd like to know if there is a better way to aproach this.
Edit: Also this could make two conversations active at the same time. This would be a trouble? (I'm trying to use SLATE sequencer every time i can, to adjust the time of each fragment of dialogue)