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Continue()@Message(msg) being ignored
Posted: Fri Jan 15, 2021 6:56 pm
by Dywindel
Hi,
I'm very new to the Dialogue System and I'm trying to get a conversation to pause and wait before the player has performed a specific action. I have the dialogue manager continue button set to 'always'.
In my conversation tree, for the dialogue bubble I want to pause, I have set the sequencer code to
In Unity, I have a simple collider that reacts when the player hits it and sends back a continue message to the sequencer.
Code: Select all
void OnTriggerEnter2D(Collider2D collider)
{
// Pass a message to the dialogue system telling it that it can continue
Sequencer.Message("Test");
print ("Test message has been sent");
}
When I play the scene, the dialogue runs each time I pressed the continue button or the action button on controller. When it reaches the dialogue bubble with the pause code inside, the dialogue continues and does not wait.
What am I doing wrong here?
Re: Continue()@Message(msg) being ignored
Posted: Fri Jan 15, 2021 7:06 pm
by Tony Li
Hi,
That will only work if you're requiring that the continue button be clicked to advance each subtitle. (That is, you set the Dialogue Manager's Subtitle Settings > Continue Button dropdown to something like Always.)
If the Dialogue Manager's Subtitle Settings > Continue Button mode doesn't require the continue button to be clicked, try WaitForMessage instead:
Re: Continue()@Message(msg) being ignored
Posted: Fri Jan 15, 2021 7:24 pm
by Dywindel
Hi Tony,
Yes, the first part is what I'm trying to setup and I've set the continue button to 'always'. I do want to click to continue each subtitle.
However, the Continue()@Message(msg) function is still being skipped when it's setup like this.
Re: Continue()@Message(msg) being ignored
Posted: Fri Jan 15, 2021 9:04 pm
by Tony Li
Sorry, I missed that you said you set it to 'always'.
When it continues, does the Console show "Test message has been sent"?
Are there any warnings or errors in the Console?
Double-check the spelling and capitalization of the sequence. Maybe it's hitting an error and moving on instead of waiting.
Re: Continue()@Message(msg) being ignored
Posted: Sat Jan 16, 2021 7:43 am
by Dywindel
Hi Tony,
There are no warnings in the console. The "Test Message has been sent" does print out when I trigger it. Also, I double checked the spelling and everything looks ok.
It looks like there are actually two problems happening:
1) When I'm running the conversation, if I press continue when I reach the bubble that has the "Contine()@Message(msg)" sequence code inside, the conversation will continue, even if the Sequence.Message(msg) trigger has not been activated.
2) When I'm running the conversation, when I reach the bubble that has the "Continue()@Message(msg)" sequence code inside; if I trigger the Sequence.Message(msg) trigger, the conversation doesn't continue and will only continue once the user has given an action input.
The basic principle of what I want in my game to do is:
1) The player presses continue at almost every dialogue conversation
2) During an important piece of dialogue, the dialogue will pause, stay on screen, and the player will have to perform an action in the world before the dialogue will continue.
What's the standard way to implement this? It feels like I am doing it right with the Contine()@Message(msg) function, like it says in "Cutscene Tutorial 3: Messages", but it doesn't seem to be working.
Re: Continue()@Message(msg) being ignored
Posted: Sat Jan 16, 2021 8:53 am
by Tony Li
Hi,
Your approach is right. There's probably just a little configuration issue somewhere.
Dywindel wrote: ↑Sat Jan 16, 2021 7:43 am1) When I'm running the conversation, if I press continue when I reach the bubble that has the "Contine()@Message(msg)" sequence code inside, the conversation will continue, even if the Sequence.Message(msg) trigger has not been activated.
Change the Sequence to:
Code: Select all
SetContinueMode(false); // Hide the continue button
Continue()@Message(Test); // Wait for a message "Test"
required SetContinueMode(true)@Message(Test) // Re-enable the continue button at the end
You can omit the "//comments". I just added them to explain what each line does. Also notice the lack of quotes around Test, which I'll explain below.
Dywindel wrote: ↑Sat Jan 16, 2021 7:43 am2) When I'm running the conversation, when I reach the bubble that has the "Continue()@Message(msg)" sequence code inside; if I trigger the Sequence.Message(msg) trigger, the conversation
doesn't continue and will only continue once the user has given an action input.
Sorry, I keep missing little details in your replies. Unlike traditional programming languages such as C#, sequencer commands are very simplified. The syntax was designed for writers, not programmers. In sequencer commands, you don't need to put strings in quotes.
Re: Continue()@Message(msg) being ignored
Posted: Sat Jan 16, 2021 9:28 am
by Dywindel
Hi Tony,
That works perfectly! Thank you for the help and quick responses!
Re: Continue()@Message(msg) being ignored
Posted: Sat Jan 16, 2021 10:43 am
by Tony Li
Happy to help!