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Issues with Sequencers

Posted: Fri May 27, 2016 11:40 pm
by kyuubi
Hey,

I am using the evaluation version to determine if we use DS for our project or stick with the default Adventure Creator Dialogs.

I really like the node based editor, and how it can encapsulate conversations in a neat way, but I am having issues making some basic stuff I already had in AC which is mostly to with sequencers.

1) Look at

In AC I had a part in a scene where one NPC1 says a line, then NPC2 immediately turns to NPC1 and stays faced that way with the conversation continuing. I use the lookat sequence but the character only tries to turn, like buggy, and then goes back to how he was rotated. Looks like something is preventing him from turning.

Command I'm using: LookAt(NPC1,NPC2,2)

2) MoveTo

Continuation of the same scene, but basically after the NPC2 turns to NPC1, NPC1 says a line, then walks to NPC2. Again this is not working for me, the character won't move at all.

Command I'm using: MoveTo(NPC1, NPC2, 3)

If I use Adventure creator I can't do this with no problems. The other question I had is if MoveTo can use any navmesh or pathfinding.

Cheers,

Re: Issues with Sequencers

Posted: Sat May 28, 2016 8:52 am
by Tony Li
Hi,

You hit the one tricky area in Adventure Creator integration: controlling characters. Adventure Creator doesn't provide a way to temporarily relinquish its control of characters. This means the Dialogue System's LookAt() and MoveTo() commands won't work because AC will fight them for control.

The solution is to create a small AC actionlist and use the AC() sequencer command to run it.

For example, say you've created an actionlist named "MoveCartmanToDoor" with a single action that moves an NPC named Cartman to the door. You'd use it in a Dialogue System node like this:
  • Dialogue Text: "Screw you guys, I'm going home!"
  • Sequence: AC(MoveCartmanToDoor)
AC can relinquish control of the camera, however, so all Dialogue System camera-related commands such as Camera() will work fine. Or you can use AC() for these, too, if you prefer.

Re: Issues with Sequencers

Posted: Sat Jun 04, 2016 10:56 pm
by kyuubi
Hi Tony,

Thanks for the help. Meanwhile I bought DS as it seems to be amazing.

I had one question, though. In AC I can run dialogs in the background, meaning they don't lock the next actions in the list.

Is it possible to achieve somehow something like this?

NPC1 says a line, as soon as he starts speaking, NPC2 turns around to face him (AC character face object)

At the moment it needs to finish the entire speech before the sequence action runs.

Cheers,

Re: Issues with Sequencers

Posted: Sun Jun 05, 2016 12:37 am
by Tony Li
Hi,

You can also run DS conversations in the background.

Each dialogue entry node waits until the end of its Sequence, or until the player clicks the Continue button if you've changed the Dialogue Manager's Continue Mode. But that sequence can do whatever you want. For example:
  • Actor: NPC1
  • Dialogue Text: "Hmm... what do <i>you</i> think?"
  • Sequence:

    Code: Select all

    Camera(Closeup);
    AC(NPC2_face_NPC1)@1;
    Delay(2)
In the dialogue entry node above, NPC1 says "Hmm, what do you think?". The camera immediately does a closeup of NPC1. At the 1 second mark, it plays the AC cutscene named "NPC2_face_NPC1". This AC cutscene could the Character Face Object action. The conversation doesn't progress to the next dialogue entry node (or response menu) until a total of 2 seconds have passed.

Re: Issues with Sequencers

Posted: Sun Jun 05, 2016 12:55 am
by kyuubi
Fantastic!
Thank you so much!
Also because I need to create the actionlists in adventure creator this means I would need to create a game object for each "action" in AC in order for DS to call it.
Is this the best procedure or is there a cleaner way?
Cheers,

Re: Issues with Sequencers

Posted: Sun Jun 05, 2016 1:49 pm
by Tony Li
Hi,

That's the way, or you can create actionlist asset files and put them in a Resources folder. The Dialogue System can work with both.