Use "On Execute" AFTER conversation ends.
Posted: Wed Mar 24, 2021 9:22 am
Hi, I wanted to find if anyone is having the same problem as me but I couldn't find any.
I know there is "on conversation start/end" Trigger, but what I'm trying to achieve is to start my playmaker FSM when a curtain conversation ends. Therefore, I am using On Execute instead.
For example, I don't want all my conversations to have the same behavior when they are ended. So I am trying to use "On Execute(GameObject)" on the Scene Event inspector to active my FSM. However, this fsm activates BEFORE I push 'next'(or enter) to close the last conversation window. What I want to do is that when my last conversation window is gone, when the conversation is completely ended, I want the FSM to be activated.
I hope this makes sense. Please let me know if I need to explain anything anymore! I've also tried to put one more node with empty dialogue, but it requires one more enter(next) to close the conversation window. please let me know if I am missing something. Thanks for reading!
I know there is "on conversation start/end" Trigger, but what I'm trying to achieve is to start my playmaker FSM when a curtain conversation ends. Therefore, I am using On Execute instead.
For example, I don't want all my conversations to have the same behavior when they are ended. So I am trying to use "On Execute(GameObject)" on the Scene Event inspector to active my FSM. However, this fsm activates BEFORE I push 'next'(or enter) to close the last conversation window. What I want to do is that when my last conversation window is gone, when the conversation is completely ended, I want the FSM to be activated.
I hope this makes sense. Please let me know if I need to explain anything anymore! I've also tried to put one more node with empty dialogue, but it requires one more enter(next) to close the conversation window. please let me know if I am missing something. Thanks for reading!