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skip through dialog lines, but not cancel sequence commands?

Posted: Sun May 22, 2022 8:03 am
by NotVeryProfessional
I'm trying to figure out a way to allow the player to skip through dialog lines, but not bypass/skip/cancel other sequence commands. Specifically, I have a point in the dialog where the player is supposed to do something, so I use WaitForMessage(). With the default option I see, I can allow the player to skip and cancel, but not only skip.

Am I missing something?

Re: skip through dialog lines, but not cancel sequence commands?

Posted: Sun May 22, 2022 11:23 am
by Tony Li
Hi,

Try these settings:

- On the Dialogue Manager, set Display Settings > Input Settings > Cancel Subtitle Input > Key and Cancel Conversation Input > Key to None. If the Button fields are set, clear them too.

- Set Subtitle Settings > Continue Button to a mode that uses the continue button, such as Always. Make sure your dialogue UI has a continue button. It can be invisible if you want. (See here.)

- When you have a sequencer command with timing, put the 'required' keyword in front if it's important to run the command even if the player skips early. For example, this sequence ensures the speaker goes back to Idle:

Code: Select all

AnimatorPlay(FlapMouth);
required AnimatorPlay(Idle)@Message(Typed)
- On dialogue entry nodes where you don't want the player to skip, use SetContinueMode():

Code: Select all

SetContinueMode(false);  // Don't allow player to skip.
WaitForMessage(DidTheThing)->Message(DidIt);
SetContinueMode(true)@Message(DidIt)

Re: skip through dialog lines, but not cancel sequence commands?

Posted: Mon May 23, 2022 6:19 am
by NotVeryProfessional
thanks. for my use case, "required" might already do what I need. I somehow missed that in the documentation.

Re: skip through dialog lines, but not cancel sequence commands?

Posted: Mon May 23, 2022 8:28 am
by Tony Li
Glad to help!