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Bark on End Firing right away

Posted: Thu Sep 23, 2021 2:21 pm
by SystemId
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?

Re: Bark on End Firing right away

Posted: Thu Sep 23, 2021 3:18 pm
by Tony Li
Hi,

Are you using barks to try to simulate a conversation that uses overhead UIs? If so, you may find this a much easier approach:

How To: Set Up Overhead Conversation Bubble Text

Re: Bark on End Firing right away

Posted: Thu Sep 23, 2021 3:59 pm
by SystemId
I am currently using the Standard UI Conversation system for more complex dialogue.

Right now I am trying to use the Barks as a way to spawn quick word bubbles for non important bits of dialogue. Mostly 1 or 2 lines of banter from NPCs.

I downloaded the Example Bubble Standard UI examples, and this does do what I would like it to do, but I am worried this would compete with how I already have my dialogue setup for Standard Conversations. I just want a word bubble to spawn, and hold until the continue button is pressed, and then it would fire the "End" event.

I was wondering how I control when the Bark End fires off.

Re: Bark on End Firing right away

Posted: Thu Sep 23, 2021 4:33 pm
by Tony Li
Since barks are one-offs, OnBarkEnd happens right after the bark UI kicks off its display. If you've specified a sequence for the bark, it will wait for the sequence to end, but it won't wait for the bark UI to fade out. If you want to do something when the player dismisses the bark UI, you can add an event the bark UI's continue button.