Deactivated Continue and Multiple Conversation Zones Corgi Engine
Posted: Mon Jun 20, 2022 12:58 am
Howdy folks, I'm having a bit of an odd issue where my continue button is deactivating during a very specific dialogue sequence and I'm not quite sure how
I have a conversation that hides the dialogue panel, plays an animation, and reshows the panel (and then repeats this at the end of the dialogue). I had this working at first, but then foolishly changed a bunch of things to fix some other issues without making a backup. The specific issue here is, animations all work, hiding and reshowing the panel works, but somehow when the panel is reshown at the start of the dialogue, the continue button is still deactivated. Using the scene view while the game is running, I can tick the continue button to visible and then continue the scene as normal, so nothing's broken post-continue button.
Here's what my sequences look like:
On the Dialogue System Trigger for the object
Camera(Bonfire);
PermitAbility(CharacterHandleWeapon,false);
PermitAbility(CharacterHandleWeapon,true)@message(Done);
On the conversation start:
SetDialoguePanel(false);
AnimatorPlay(Eoinsit);
AnimatorBool(Sitting, true)@1;
SequencerMessage(Panel)@1.8;
Continue()@2;
On the first line of dialogue:
SetDialoguePanel(True,immediate);
On the conversation end
SetDialoguePanel(false);
AnimatorBool(Sitting, false);
AnimatorBool(Stand, true);
AnimatorBool(Stand, false)@.2;
Continue()@2;
SequencerMessage(Done)@1;
I can post more information/pictures of my settings/a build of the project if necessary, but any and all help would be super appreciated.
I have a conversation that hides the dialogue panel, plays an animation, and reshows the panel (and then repeats this at the end of the dialogue). I had this working at first, but then foolishly changed a bunch of things to fix some other issues without making a backup. The specific issue here is, animations all work, hiding and reshowing the panel works, but somehow when the panel is reshown at the start of the dialogue, the continue button is still deactivated. Using the scene view while the game is running, I can tick the continue button to visible and then continue the scene as normal, so nothing's broken post-continue button.
Here's what my sequences look like:
On the Dialogue System Trigger for the object
Camera(Bonfire);
PermitAbility(CharacterHandleWeapon,false);
PermitAbility(CharacterHandleWeapon,true)@message(Done);
On the conversation start:
SetDialoguePanel(false);
AnimatorPlay(Eoinsit);
AnimatorBool(Sitting, true)@1;
SequencerMessage(Panel)@1.8;
Continue()@2;
On the first line of dialogue:
SetDialoguePanel(True,immediate);
On the conversation end
SetDialoguePanel(false);
AnimatorBool(Sitting, false);
AnimatorBool(Stand, true);
AnimatorBool(Stand, false)@.2;
Continue()@2;
SequencerMessage(Done)@1;
I can post more information/pictures of my settings/a build of the project if necessary, but any and all help would be super appreciated.