Bark on End Firing right away
Posted: Thu Sep 23, 2021 2:21 pm
I am trying to use Bark word bubbles to simulate conversations rather than the Dialogue UI.
To do this, I am trying to use a system where my Player will walk up to an object with a Usable script.
This will then set off a Dialogue System Trigger, and On Use will perform a Bark with a Conversation source.
There is a Dialogue System Events component that is suppose to be handling my Player controls.
On Bark Start disables the Player's movement and proximity Selector,
On Bark End Re enables Player movement and proximity Selector.
My problem happens here:
My Bark is using a continue button. The Bark waits for the continue button to "Hide", but my problem is that the On Bark End event is firing right away after the Bark Starts, yet my Bark Word bubble is still active.
This is causing the Bark dialogue to pop up again if I wait too long to press continue.
I am not sure how the Dialogue System is determining when the Bark is ending. Can you make a suggestion on how I should setup this system?
To do this, I am trying to use a system where my Player will walk up to an object with a Usable script.
This will then set off a Dialogue System Trigger, and On Use will perform a Bark with a Conversation source.
There is a Dialogue System Events component that is suppose to be handling my Player controls.
On Bark Start disables the Player's movement and proximity Selector,
On Bark End Re enables Player movement and proximity Selector.
My problem happens here:
My Bark is using a continue button. The Bark waits for the continue button to "Hide", but my problem is that the On Bark End event is firing right away after the Bark Starts, yet my Bark Word bubble is still active.
This is causing the Bark dialogue to pop up again if I wait too long to press continue.
I am not sure how the Dialogue System is determining when the Bark is ending. Can you make a suggestion on how I should setup this system?