Speaker Sequencer Command Returning Null

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dbclutis
Posts: 24
Joined: Tue Feb 25, 2020 7:01 pm

Speaker Sequencer Command Returning Null

Post by dbclutis »

Hello again!

I'm trying to use sequencer code to reference my speaker, and it looks like this:
Sequence Speaker.JPG
Sequence Speaker.JPG (12.1 KiB) Viewed 454 times
The problem is, despite that my speaker exists as well as this field, I am receiving that this subject is null:
Error Speaker.JPG
Error Speaker.JPG (10.89 KiB) Viewed 454 times
Am I doing this right? I will trace back over all my variables again in a little bit to make sure I didn't make any small mistakes, but I wanted to check with you to make sure this is even the correct format.

Thanks,
DC
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Tony Li
Posts: 22054
Joined: Thu Jul 18, 2013 1:27 pm

Re: Speaker Sequencer Command Returning Null

Post by Tony Li »

Hi,

Variable["ActorIndex"] is the Actor[] table index of the conversation's actor. If the conversation's conversant or another character is speaking a particular dialogue entry, Variable["ActorIndex"] won't match the speaker.

You can add a Lua Console component to your scene and press ~+L to open it when that dialogue entry is visible. Then enter:

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return Variable["ActorIndex"]
to see its current value. You can also enter:

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return Actor[Variable["ActorIndex"]].CurrentVNLocation
to see what the field's value is. The value should match the name of a GameObject in the scene.

BTW, to reference the speaker's GameObject, you can just do:

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AnimatorPlay(Talk, speaker)
Or, since speaker is the default value for the second parameter, this is the same as:

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AnimatorPlay(Talk)
If the speaker's actor name doesn't match the GameObject name, add a Dialogue Actor component to the GameObject and select the actor it's associated with.

If you don't want to use a Lua Console component, you can enter those Lua expressions into the bottom bar of the Dialogue Editor's Watches page.
dbclutis
Posts: 24
Joined: Tue Feb 25, 2020 7:01 pm

Re: Speaker Sequencer Command Returning Null

Post by dbclutis »

Ok that is all very helpful! I will certainly be using the Lua console in the future!

So there is no way to access the current speaker actor fields directly from the lua code? The way I have my system set up, this would be very helpful to me, but if I need to find a work around, that is no problem!

Thanks,
-DC
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Tony Li
Posts: 22054
Joined: Thu Jul 18, 2013 1:27 pm

Re: Speaker Sequencer Command Returning Null

Post by Tony Li »

That's correct. Of course, if you know the speaker ahead of time, you can always include the speaker's actor name explicitly:

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AnimatorPlay(Talk, [lua(Actor["Bob"].CurrentVNLocation)])
dbclutis
Posts: 24
Joined: Tue Feb 25, 2020 7:01 pm

Re: Speaker Sequencer Command Returning Null

Post by dbclutis »

Understandable!
I will look into a work around tomorrow!

As always, thanks for the quick responses :D
-DC
User avatar
Tony Li
Posts: 22054
Joined: Thu Jul 18, 2013 1:27 pm

Re: Speaker Sequencer Command Returning Null

Post by Tony Li »

Glad to help. You could always write a custom sequencer command. In your custom sequencer command, you can get the current speaker's actor name like this:

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string speakerActorName = DialogueManager.currentConversationState.subtitle.speakerInfo.nameInDatabase;
Then you can get that actor's field(s):

Code: Select all

string currentVNLocation = DialogueLua.GetActorField(speakerActorName, "CurrentVNLocation");
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