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Help with WRPG Template Standard Dialogue UI

Posted: Sun Sep 25, 2022 1:39 pm
by qest43
I use WRPG Template Standard Dialogue UI, I would like to show NPC Text, in that case "Who are you?" and next hide NPC text and show only player text, in this case those 2 response buttons. As you can see on screen, NPC text and Player response buttons are shown in the same Main Panel, I would like to show first NPC text and next only response buttons. How could I make this?

Re: Help with WRPG Template Standard Dialogue UI

Posted: Sun Sep 25, 2022 3:40 pm
by Tony Li
Hi,

Inspect your dialogue UI's WRPG Template Standard Dialogue UI > Dialogue Panel > Subtitle Panel Info. Change the Visibility dropdown to Only During Content, and UNtick Accumulate Text.

Re: Help with WRPG Template Standard Dialogue UI

Posted: Mon Sep 26, 2022 8:59 am
by qest43
Yes that work! Thank you.

And I have 2 another questions:

1. Even if there is only one sequence with no choices like in attachment, how just print normal text in dialogue box, not in response button like on the screen?

2. I use my interaction system, how can I trigger dialogue attached to NPC player interact with from script?

Re: Help with WRPG Template Standard Dialogue UI

Posted: Mon Sep 26, 2022 10:32 am
by Tony Li
qest43 wrote: Mon Sep 26, 2022 8:59 am1. Even if there is only one sequence with no choices like in attachment, how just print normal text in dialogue box, not in response button like on the screen?
See: How To: Bypass Response Menu When Player Has One Choice
qest43 wrote: Mon Sep 26, 2022 8:59 am2. I use my interaction system, how can I trigger dialogue attached to NPC player interact with from script?
Set up a Dialogue System Trigger set to OnUse. Configure your interaction system to call the Dialogue System Trigger's OnUse() method.

Or call DialogueManager.StartConversation() from a C# script if you prefer.

Re: Help with WRPG Template Standard Dialogue UI

Posted: Mon Sep 26, 2022 11:49 am
by qest43
Yes that works too! And is that possible to move text to next dialogue box if it's too long? Currently its just scrolling down, but I would like to move it.

Re: Help with WRPG Template Standard Dialogue UI

Posted: Mon Sep 26, 2022 1:06 pm
by Tony Li
You can split nodes at design time by making a new node and adjusting links, or by putting a pipe character ( | ) where you'd like to split them and then selecting Menu > Split Pipes Into Nodes.

Splitting them at runtime would require some custom scripting.

Re: Help with WRPG Template Standard Dialogue UI

Posted: Mon Sep 26, 2022 2:18 pm
by qest43
How could I also stop continue button from skip entire dialog to the next dialog? I would like to show all dialog text on first click of continue button and then move to next dialogue if all text is shown.

Re: Help with WRPG Template Standard Dialogue UI

Posted: Mon Sep 26, 2022 3:10 pm
by Tony Li
Please see this post.

Re: Help with WRPG Template Standard Dialogue UI

Posted: Mon Sep 26, 2022 3:42 pm
by qest43
Tony Li wrote: Mon Sep 26, 2022 3:10 pm Please see this post.
I have it set up already and it just skip dialogue immediately.

Re: Help with WRPG Template Standard Dialogue UI

Posted: Mon Sep 26, 2022 3:44 pm
by Tony Li
Did you assign the subtitle text to the StandardUIContinueButtonFastForward component?