More Options for SetContinueMode, please?
Posted: Thu Jun 23, 2022 1:45 am
As per the manual, SetContinueMode() can set it to true, false or "original".
My desired behaviour is to have the continue button always active, so the player can use it to skip dialogs, but if he doesn't press it, the dialog runs by itself. In the Dialogue System Controller, I've set "Continue Button" to "Optional" and that does the trick.
...except... that it also closes dialogs after the last line, not giving the player enough time to read it. I'd like to have ContinueMode() to "true" on the last dialogue line. I had a similar request for another game a while back and Tony posted a short script to the forum that sets ContinueMode(true) on the last node of a conversation.
...but - I can't do SetContinueMode("Optional") at the first node of the next conversation. I'd like to do that. Would it be possible to change the SetContinueMode() Sequencer command to have full access to all the ContinueButtonMode options?
My desired behaviour is to have the continue button always active, so the player can use it to skip dialogs, but if he doesn't press it, the dialog runs by itself. In the Dialogue System Controller, I've set "Continue Button" to "Optional" and that does the trick.
...except... that it also closes dialogs after the last line, not giving the player enough time to read it. I'd like to have ContinueMode() to "true" on the last dialogue line. I had a similar request for another game a while back and Tony posted a short script to the forum that sets ContinueMode(true) on the last node of a conversation.
...but - I can't do SetContinueMode("Optional") at the first node of the next conversation. I'd like to do that. Would it be possible to change the SetContinueMode() Sequencer command to have full access to all the ContinueButtonMode options?