Trigger specific bark
Posted: Sun Aug 29, 2021 5:06 pm
I'm having difficulty figuring out how I can trigger a specific bark in a specific conversation. Here's what I'm attempting to do:
Sorry if I'm going the wrong way about this but my NPC's all have some stock messages they'll say, just in somewhat different ways. These are things like "Shields low" "hull damaged", but again, they'll all say these barks in a little different way depending on their personality.
My plan was to organize these barks by having the conversation of the barks be specific to the NPC character. I.E. "BobHealthBarks", "JohnHealthBarks". Then, each node would have the SAME name such as "ShieldsLow", "HullDamaged" This way all I have to do is load the right conversation, then I always know when Dialogue Entry I need, as the name of the dialogue entry is always the same.
An important note is that these barks will be triggered by external events. Maybe the start of a mission after some amount of delay, or when the NPC's shields drop to zero, etc.
I suppose instead of picking a specific bark directly, I could set conditionals on the dialogue entries, and try to trigger after evaluating those conditionals, but this probably won't work in other situations when I need to trigger a bark to indicate that some scene event has happened, and that use case is a bit more difficult to manage via conversation dialogue entry conditionals.
I could also trigger a bark directly with text in the inspector using the Dialogue System Trigger, and set the Bark Source to "Text" but I think that defeats the purpose of the organization provided by your great tool.
How can I trigger a bark from a specific Dialogue Entry inside of a specific Conversation, or, how can i do this in a better way?
Thanks in advance!
Sorry if I'm going the wrong way about this but my NPC's all have some stock messages they'll say, just in somewhat different ways. These are things like "Shields low" "hull damaged", but again, they'll all say these barks in a little different way depending on their personality.
My plan was to organize these barks by having the conversation of the barks be specific to the NPC character. I.E. "BobHealthBarks", "JohnHealthBarks". Then, each node would have the SAME name such as "ShieldsLow", "HullDamaged" This way all I have to do is load the right conversation, then I always know when Dialogue Entry I need, as the name of the dialogue entry is always the same.
An important note is that these barks will be triggered by external events. Maybe the start of a mission after some amount of delay, or when the NPC's shields drop to zero, etc.
I suppose instead of picking a specific bark directly, I could set conditionals on the dialogue entries, and try to trigger after evaluating those conditionals, but this probably won't work in other situations when I need to trigger a bark to indicate that some scene event has happened, and that use case is a bit more difficult to manage via conversation dialogue entry conditionals.
I could also trigger a bark directly with text in the inspector using the Dialogue System Trigger, and set the Bark Source to "Text" but I think that defeats the purpose of the organization provided by your great tool.
How can I trigger a bark from a specific Dialogue Entry inside of a specific Conversation, or, how can i do this in a better way?
Thanks in advance!