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Adventure Creator Talk name not triggering

Posted: Sun Nov 20, 2022 10:13 am
by perezbalen
Hi.

I'm trying to get DS working with a 2D Adventure Creator game.
AC has a setting in the player script: Player->Standard 2D Animation->Talk name: Here we set an animation to play when the character talks.
I haven't been able to figure out how to trigger it when the DS dialogue plays.

Thanks for the help.

Re: Adventure Creator Talk name not triggering

Posted: Sun Nov 20, 2022 10:31 am
by Tony Li
Hi,

In the Dialogue System, you'll typically use sequencer commands instead. For example, assuming your characters are configured with animator states named "Talk" and "Idle", and your subtitle text uses a typewriter effect, you could set the Dialogue Manager's Camera & Cutscene Settings > Default Sequence to:

Code: Select all

AnimatorPlay(Talk);
AnimatorPlay(Idle)@Message(Typed)
The first line will play the "Talk" state on the speaker. The second line will wait until the typewriter has finished and then play the "Idle" state.

Re: Adventure Creator Talk name not triggering

Posted: Mon Nov 21, 2022 7:32 pm
by perezbalen
Thanks. I tried this, but I can't seem to get it to work.

I think it has something to do with that AC handles the characters animations for 2D games in a peculiar way. You are supposed to create animations and label them in a special way:

For a character named Civilian, I have:

Code: Select all

List expected animations?
The following animations are required, based on the settings above (numbers are the Animator layer indices):
- Civilian_idle_U
- Civilian_idle_D 
- Civilian_idle_R 
- Civilian_walk_U
- Civilian_walk_D
- Civilian_walk_R
- Civilian_talk_U 
- Civilian_talk_D 
- Civilian_talk_R 
And I don't think I do anything with the animator besides adding the animations to it. Granted, I'm still trying to figure this out, so maybe I'm missing something basic.

Thanks.

Re: Adventure Creator Talk name not triggering

Posted: Mon Nov 21, 2022 10:11 pm
by Tony Li
Hi,

Got it. The character has 3 talk animations to handle 4-direction movement. It'll probably be easiest if I simply add a sequencer command to the Dialogue System's AC integration that uses AC talk functionality. I'll update the integration this week and post a link here.