Best practice question regarding simultaneous option
Posted: Thu May 26, 2022 3:41 pm
Hey all, have this dilemma that I solved by setting simultaneous to true, which only caused a new issue. So I am wondering what the best practice is for this case.
Dilemma: I use a dialogue system trigger on a door to ask the player if they want to enter a room or not, and also to tell the player if they cannot enter the room at the time. Once the player transfers to the room after saying yes, a new dialogue is automatically started in the room. Without the simultaneous option however, the new dialogue does not start because the game thinks the previous conversation is still going on.
Solution: I solved this by turning simultaneous on in the dialogue system manager.
Problem this created: When I go back to the door and try to use it when the player is not allowed in the room (one of the nodes in the conversation), if I trigger the conversation too quickly (because I use the gamepad to interact/use), it will keep replaying the conversation over and over. So spamming say the A button on my gamepad will keep replaying the conversation.
What is the best practice to solve this? I tried creating a lua function to enable/disable simultaneous but this seems to run asynchronously when used in the conversation or in the dialogue system trigger actions, which results in conversations freezing. Honestly it's absolutely ridiculous that if I use the same button for triggering conversations as for speeding up conversations, it instead tries to trigger the conversation again. If it didn't have that, I wouldn't need simultaneous at all.
Dilemma: I use a dialogue system trigger on a door to ask the player if they want to enter a room or not, and also to tell the player if they cannot enter the room at the time. Once the player transfers to the room after saying yes, a new dialogue is automatically started in the room. Without the simultaneous option however, the new dialogue does not start because the game thinks the previous conversation is still going on.
Solution: I solved this by turning simultaneous on in the dialogue system manager.
Problem this created: When I go back to the door and try to use it when the player is not allowed in the room (one of the nodes in the conversation), if I trigger the conversation too quickly (because I use the gamepad to interact/use), it will keep replaying the conversation over and over. So spamming say the A button on my gamepad will keep replaying the conversation.
What is the best practice to solve this? I tried creating a lua function to enable/disable simultaneous but this seems to run asynchronously when used in the conversation or in the dialogue system trigger actions, which results in conversations freezing. Honestly it's absolutely ridiculous that if I use the same button for triggering conversations as for speeding up conversations, it instead tries to trigger the conversation again. If it didn't have that, I wouldn't need simultaneous at all.