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Conversation Questions

Posted: Sun Apr 24, 2022 4:28 pm
by PayasoPrince
Hi Tony!

Hope you have been well, dude.

I have a a few questions regarding conversations I am hoping you can answer when you get the chance. :)

1. If I want a specific NPC to start a specific conversation based on where the player is in the story, what is the easiest method for doing this?

2. Let's say "NPC:B" has 40 different conversations that can start for different cutscenes. Is there a more organized/optimal way of containing all of a specific NPC's conversations rather than just adding to the dropdown below?
I have a ton added already and its getting pretty messy.
Image

3. When I start a Conversation Track in my Timeline, I like to stop the timeline until the player presses Continue.
What I have been doing is adding this to every conversation's sequence:

Code: Select all

Timeline(speed, TimelineManager, 0);
required Timeline(speed, TimelineManager, 1)@Message(Continued)
However, this is getting pretty cumbersome to add to each conversation sequence. Is there a way to make every conversation behave this way by default? :?:
I thought I could accomplish this by navigating to: Templates > Dialogue Entries > Sequence > and adding it there, but it didn't seem to work that way.

As always, thanks so much for the assistance, Tony!

Re: Conversation Questions

Posted: Sun Apr 24, 2022 5:15 pm
by Tony Li
Hi,
PayasoPrince wrote: Sun Apr 24, 2022 4:28 pm1. If I want a specific NPC to start a specific conversation based on where the player is in the story, what is the easiest method for doing this?
Conditions. For example, always start a "hub" conversation that branches to different conversations based on dialogue entry Conditions.
PayasoPrince wrote: Sun Apr 24, 2022 4:28 pm2. Let's say "NPC:B" has 40 different conversations that can start for different cutscenes. Is there a more organized/optimal way of containing all of a specific NPC's conversations rather than just adding to the dropdown below?
I have a ton added already and its getting pretty messy.
Image
Use forward slashes in your conversation titles to group them into submenus. Note: If you change a conversation's title, you'll need to update references to the conversation title in your scene's Dialogue System Triggers. You can do this manually or using the renamer tool (Tools > Pixel Crushers > Dialogue System > Tools > Asset Renamed).
PayasoPrince wrote: Sun Apr 24, 2022 4:28 pm3. When I start a Conversation Track in my Timeline, I like to stop the timeline until the player presses Continue.
What I have been doing is adding this to every conversation's sequence:

Code: Select all

Timeline(speed, TimelineManager, 0);
required Timeline(speed, TimelineManager, 1)@Message(Continued)
However, this is getting pretty cumbersome to add to each conversation sequence. Is there a way to make every conversation behave this way by default? :?:
Set the Dialogue Manager GameObject's Display Settings > Camera & Cutscene Settings > Default Sequence. Or, if you don't want to apply this to all conversations, edit the conversation's properties (Menu > Conversation Properties) and tick Override Display Settings > Camera & Cutscene Settings.