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Face the speaker

Posted: Mon Feb 28, 2022 2:46 am
by hrohibil
Hello

During a conversation who do i ensure that my player is looking at the speaker?
Right now my invector player has his gun in the hand and plays the idle where he looks to the side instead of right on the speaker..

Re: Face the speaker

Posted: Mon Feb 28, 2022 10:11 am
by Tony Li
On the player GameObject's DialogueSystemInvectorBridge component, leave Face Conversant ticked. It's ticked by default.

Make sure the conversation uses the correct conversant GameObject by assigning it to the Dialogue System Trigger's Conversation Conversant field.

Re: Face the speaker

Posted: Mon Feb 28, 2022 10:59 am
by hrohibil
Yes its on by default the tick.

As for the :

Make sure the conversation uses the correct conversant GameObject by assigning it to the Dialogue System Trigger's Conversation Conversant field.

in the NPCs Dialogue System Trigger's Conversation Conversant field the NPCs transform are already in there..




Re: Face the speaker

Posted: Mon Feb 28, 2022 1:33 pm
by Tony Li
Sorry, imgur isn't showing those images. The thumbnails appear in your post, but I can't see the full size versions.

Re: Face the speaker

Posted: Mon Feb 28, 2022 2:01 pm
by hrohibil

Re: Face the speaker

Posted: Mon Feb 28, 2022 8:57 pm
by Tony Li
Hi,

The bridge's Face Conversant checkbox only rotates the player's GameObject to face the conversant. You'll need to control the animation to make the player return to idle. Try this when the conversation starts:

- Configure a Dialogue System Events component on the player to disable vShooterMeleeInput.
- Set the animator's IsStrafing checkbox false, or whatever else you need to reset to get the animator in the regular idle state.