Stopping a Conversation in a Behavior Designer tree
Posted: Sat Dec 13, 2014 4:27 pm
I’m probably missing something obvious, but I’ve been struggling to figure out how to complete a “Start Conversation” task I have running under a behavior tree on an npc character. I thought I’d post to the forum to see if anyone had any ideas.
I have a simple conversation, where at a certain point in the behavior tree, a Start Conversation task has the npc ask the Player “What would you like me to do?” and “This” or “That” are the Player’s only menu choices, and each one is marked '[END]'.
Despite this, I can’t actually get the Conversation to end (having checked the ‘wait for conversation to complete' box), so that the Behavior tree hangs at the Start Conversation task before moving on to the next task in the sequence.
I’ve compared my approach to the sample Behavior Designer/Dialogue Manager scene, and can’t see the difference- although if I swap databases my same behavior tree *is* able to behave differently.
It’s a mystery to me, as I would think the player selecting the line that has an [END] as a menu response would definitively end the conversation. One clue I have stumbled on, is that in the sample scene provided, ‘npc’ has IsPlayer set to ‘True’, whereas my npc has IsPlayer set to ‘false’ though switching that disrupts the order of the conversation.
If anyone has any thoughts, I’d be very grateful! Thanks!
I have a simple conversation, where at a certain point in the behavior tree, a Start Conversation task has the npc ask the Player “What would you like me to do?” and “This” or “That” are the Player’s only menu choices, and each one is marked '[END]'.
Despite this, I can’t actually get the Conversation to end (having checked the ‘wait for conversation to complete' box), so that the Behavior tree hangs at the Start Conversation task before moving on to the next task in the sequence.
I’ve compared my approach to the sample Behavior Designer/Dialogue Manager scene, and can’t see the difference- although if I swap databases my same behavior tree *is* able to behave differently.
It’s a mystery to me, as I would think the player selecting the line that has an [END] as a menu response would definitively end the conversation. One clue I have stumbled on, is that in the sample scene provided, ‘npc’ has IsPlayer set to ‘True’, whereas my npc has IsPlayer set to ‘false’ though switching that disrupts the order of the conversation.
If anyone has any thoughts, I’d be very grateful! Thanks!