Lively Chat Bubbles and Barks
Posted: Mon Mar 01, 2021 12:39 pm
Hi there Tony,
It's time to try a thing I never did: using one-line barks with chat bubbles.
And, as I've seen a lot of threads mentioning Lively Chat Bubbles and you even made a support package, I went and bought the thing.
But I might have been too fast... because I don't see the way to use barks with them, instead of pointing to a full convo.
I believe all the instructions given in the forum and the manual page, assume I'll use a conversation, not a bark.
The thing is, I'm also a PlayMaker user, and I'm building the bark string in a fairly complex way (which will get more complex), so I hoped to just use this action, passing the string directly...:
But it doesn't work because, for barks, the Dialogue Actor scripts it expects a DS Bark UI prefab asset being assigned, not a Lively Chat Bubbles prefab or instance.
The only workaround I can imagine to do this would be by setting that string variable to DS, instead. And then using it to start a placeholder conversation that uses the variable as one-shot subtitle.
But... I really don't like that solution. It feels messy. Conversation Start and End events are triggered just for one line, Adventure Creator will enter Dialog Options mode for the duration of the "bark"... it just doesn't feel right and I expect problems with it.
So, maybe it's too much to ask but... do you think you could make barks integrate with LCB?
Or am I missing something here to achieve what I need?
Thank you for your time.
It's time to try a thing I never did: using one-line barks with chat bubbles.
And, as I've seen a lot of threads mentioning Lively Chat Bubbles and you even made a support package, I went and bought the thing.
But I might have been too fast... because I don't see the way to use barks with them, instead of pointing to a full convo.
I believe all the instructions given in the forum and the manual page, assume I'll use a conversation, not a bark.
The thing is, I'm also a PlayMaker user, and I'm building the bark string in a fairly complex way (which will get more complex), so I hoped to just use this action, passing the string directly...:
But it doesn't work because, for barks, the Dialogue Actor scripts it expects a DS Bark UI prefab asset being assigned, not a Lively Chat Bubbles prefab or instance.
The only workaround I can imagine to do this would be by setting that string variable to DS, instead. And then using it to start a placeholder conversation that uses the variable as one-shot subtitle.
But... I really don't like that solution. It feels messy. Conversation Start and End events are triggered just for one line, Adventure Creator will enter Dialog Options mode for the duration of the "bark"... it just doesn't feel right and I expect problems with it.
So, maybe it's too much to ask but... do you think you could make barks integrate with LCB?
Or am I missing something here to achieve what I need?
Thank you for your time.