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Question NPC And response panel imidetly show

Posted: Tue Jan 12, 2016 2:08 am
by EgorS*
Hello.
My question is how to make sure that the question was shown by NPC Simultaneity to answer(response panel). Those. there would be no order: NPC asks the question then is clicked by the user and then shows the answer options. And once asked of NPC and at the same time shows the response options?

Re: Question NPC And response panel imidetly show

Posted: Tue Jan 12, 2016 9:04 am
by Tony Li
Hi,

Short answer: Set the Dialogue Manager's Default Sequence to None().

Explanation:

The response panel waits until the NPC's dialogue entry is done. The dialogue entry is done when its sequence is done. Make sure your dialogue entry sequences end immediately.

By default, a dialogue entry's Sequence field is blank. This means it uses the Dialogue Manager's Default Sequence (in Display Settings > Camera Settings > Default Sequence).

The initial value of the Dialogue Manager's Default Sequence is:

Code: Select all

Delay({{end}})
This causes the dialogue entry to wait for an amount of time based on the length of the dialogue text.

To make it end immediately, change Default Sequence to:

Code: Select all

None()
If you use the Sequence field in individual dialogue entries, use sequencer commands that end immediately such as Audio() instead of AudioWait().

Re: Question NPC And response panel imidetly show

Posted: Thu Jan 14, 2016 2:39 am
by EgorS*
Question:
1. How do I know that the text messages are printed to the end? Perhaps because of the code?
2. As from the code to understand that the current dialogue is an issue and it will continue to be the answer? (Unless of course it is possible). Just every time to force the game designer to copy the sequence is not very much like, because you can forget to do it

Re: Question NPC And response panel imidetly show

Posted: Thu Jan 14, 2016 8:47 am
by Tony Li
EgorS* wrote:1. How do I know that the text messages are printed to the end? Perhaps because of the code?
UnityUITypewriterEffect.cs does not report the end of typing. You could make a custom copy of UnityUITypewriterEffect.cs and send a message at the end.
EgorS* wrote:2. As from the code to understand that the current dialogue is an issue and it will continue to be the answer? (Unless of course it is possible). Just every time to force the game designer to copy the sequence is not very much like, because you can forget to do it
I'm sorry; I don't understand. Can you send this in your native language? I can run it through some automatic translators like Google Translate to get a clearer understanding.

If you leave the dialogue entry's Sequence field blank, it will use the Dialogue Manager's Default Sequence field. This way, you don't have to remember to copy the sequence.