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Run sequencer command after continue

Posted: Wed Mar 29, 2023 10:49 am
by forrestuv
Hi,
I created a custom sequencer command that needs to Fades out, pause conversation, resume it after fade.
How can I:
1)Run sequencer command only AFTER finishing displaying a specific entry (atm it runs it immediately)
2)Pause the conversation (not displaying anything) till I resume it (after my fadeout)

thx

Re: Run sequencer command after continue

Posted: Wed Mar 29, 2023 11:59 am
by Tony Li
Hi,

> 1)Run sequencer command only AFTER finishing displaying a specific entry (atm it runs it immediately)

If by "AFTER" you mean after the typewriter has finished typing, you can wait for the "Typed" message. Example:

Code: Select all

Fade(out)@Message(Typed)
> 2)Pause the conversation (not displaying anything) till I resume it (after my fadeout)

You could wait for a custom message, or a message sent from the fadeout. Example:

Code: Select all

Fade(out)@Message(Typed);
WaitForMessage(MyMessageToResume)
BTW, you could probably use the built-in Fade() sequencer command for this.

More info about sequences: Cutscene Sequence Syntax

Re: Run sequencer command after continue

Posted: Wed Mar 29, 2023 12:20 pm
by forrestuv
Tony Li wrote: Wed Mar 29, 2023 11:59 am If by "AFTER" you mean after the typewriter has finished typing, you can wait for the "Typed" message. Example:
No I mean after the use clicks for going to the next entry, the fade should start without displaying anything.
After the fadein it should display the next entry

Re: Run sequencer command after continue

Posted: Wed Mar 29, 2023 12:37 pm
by Tony Li
Maybe something like this:

fadeOutIn.png
fadeOutIn.png (32.95 KiB) Viewed 831 times

Re: Run sequencer command after continue

Posted: Wed Mar 29, 2023 1:11 pm
by forrestuv
what's inside the WaitForClick entry?

Re: Run sequencer command after continue

Posted: Wed Mar 29, 2023 1:24 pm
by Tony Li
I figured that would contain whatever you're doing between the fade out and fade in, and that it waits for the player to click to continue.

Re: Run sequencer command after continue

Posted: Sat Apr 01, 2023 12:31 pm
by forrestuv
I did a custom sequencer command that does a FadeOut followed by a FadeIn. (it calls Stop() after it finishes)

I added this inside the blank Entry Sequence

Code: Select all

FadeOutAndIn();
issues:
1)I don't wanna see that blank message box during the fade.
2)After fade has completed, it waits for click. I need it to advance automatically to the next entry.

thx

Re: Run sequencer command after continue

Posted: Sat Apr 01, 2023 2:42 pm
by Tony Li
Hi,

If there's no dialogue text, it won't show a subtitle panel. However, if your dialogue UI has a main dialogue panel, that will still be visible. To hide it, use this sequencer command:

Code: Select all

SetDialoguePanel(false)
To automatically continue after the fade, use the Continue() command. Example, assuming FadeOutAndIn() takes 1 second:

Code: Select all

SetDialoguePanel(false);
FadeOutAndIn();
Continue()@1
If FadeOutAndIn() doesn't finish until it's done fading out and in, you can do this instead:

Code: Select all

SetDialoguePanel(false);
FadeOutAndIn()->Message(Faded);
Continue()@Message(Faded)
This way you don't have to know the duration of the fade ahead of time.

Re: Run sequencer command after continue

Posted: Sat Apr 01, 2023 5:52 pm
by forrestuv

Code: Select all

SetDialoguePanel(false);
FadeOutAndIn()->Message(Faded);
Continue()@Message(Faded)
Nothing happens and I get this:
Dialogue System: Can't find any built-in sequencer command named SetDialoguePanel() or a sequencer command component named SequencerCommandSetDialoguePanel()
Dialogue System: Can't find any built-in sequencer command named Continue() or a sequencer command component named SequencerCommandContinue()

What am I missing?

Re: Run sequencer command after continue

Posted: Sat Apr 01, 2023 7:04 pm
by Tony Li
Is there a typo? Here's the reference in the manual: SetDialoguePanel()