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Articy "Jump to" does not seem to fire off "conversation end" trigger

Posted: Fri Dec 03, 2021 3:15 pm
by Vomdrache
Originally I thought that the conversation start/end triggers would fire off whenever any conversation starts/ends - but given this issue perhaps it's specific to dialogue that is already associated with the gameobject
  • I'm using Articy Draft to create my dialogue.
  • I have a audio starting on "conversation start" and a different one starting on "conversation end"
  • When starting a conversation that includes a "jump to" in articy - the desired dialogue is found and used
  • The audio on "conversation start" triggers, but the one on "conversation end" does not
  • This works normally in all other instances of dialogue that do not use "jump to"
I've been avoiding using "jump to" but it's extremely useful conceptionally. Is there a clean way to set up conversation end to be fired off after the "jump to" conversation ends?

Re: Articy "Jump to" does not seem to fire off "conversation end" trigger

Posted: Fri Dec 03, 2021 4:13 pm
by Tony Li
Hi,

If I understand you correctly, the "jump to" is acting as a cross-conversation link from a node in one conversation to a node in another conversation.

If that's the case, then the OnConversationEnd event will not occur. Even though they are separate conversation data, in this case they still count as one active conversation until the whole thing ends (i.e., the dialogue UI closes).

However, you can still listen for an OnLinkedConversationStart message to know when the jump has occurred.