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Timeline Bark Clips @ Specific Conversation Entries

Posted: Sat Apr 17, 2021 3:56 pm
by SystemId
I like the feature that Barks Clips can either use a conversation or a string, and that works well, but I am worried that when it comes to localization it would be a mess to go through each timeline to do stuff like translations.

Is there a way to for BarkClips in a Timeline BarkTrack to jump to specific Entry IDs in a conversation?

This way, I would be able to contain many Bark entries in a single conversation, and just jump to the entry I want to use in a Bark Clip. I noticed the Conversation Track can do this already.

Re: Timeline Bark Clips @ Specific Conversation Entries

Posted: Sat Apr 17, 2021 4:55 pm
by Tony Li
Hi,

I can add that in a future update.

In the meantime, you could set a variable in the timeline, or even in the Script field of each bark entry. Inspect the conversation's entries, and add Conditions that check the variable's value. Then point the Bark clip to that conversation.

Alternatively, you can use the Start Conversation clip, and configure your characters to use their bark UIs for conversations. (Add a Dialogue Actor component, and set Dialogue UI Settings > Subtitle Panel Number to Use Bark UI.)

Re: Timeline Bark Clips @ Specific Conversation Entries

Posted: Sat Apr 17, 2021 10:28 pm
by SystemId
Tony, Thxs very much for taking that request. :)
You are usually very good on updates, so I'm going to just use text for now. I can wait for the feature to come as long as I know thats on the todo list.