Issues with Continue Mode and WaitForMessage Commands
Posted: Tue Apr 11, 2023 12:35 pm
Hello,
our game has a situation where the player is asked by an npc to open up the inventory and choose a specific item, before the conversation is moving on. Therefore we used the: WaitForMessage(); sequencer command which by default is working fine.
An issue occurs, because we're also using a continue button in our dialogue ui. The continue button should only appear when the're is no response menue following on the next node. We did that by setting the continue button to "Not Before Response Menue", which also normally works out as intended.
Only when we the npc is waiting for an interaction and not an answer of the player, the continue button obviously still gets displayed, because there's no player response inbetween. In order to disable the continue-button in this special situation only, we tried the SetContinueMode(false) command and that's where things seem to get strange:
(1.) If we locally set the continuemode to false inside of the specific dialogue node, the "WaitForMessage()"-command gets just ignored and the sequencer moves on after the default delay.
(2.) If we globally set the continue button to "Never" in the Dialogue Manager, the WaitForMessage() command works out perfectly, but now we don't have a continue button anymore.
(3.) If we globally set the continue button to "Never" in the Dialogue Manager and then locally activate and deactivate the continue Button via SetContinueMode(t/f), things are similar to (1.).
(4.) If we put a player answer inbetween the last two nodes, there is no continuebutton and the sequencer waits for the message, but afterwards we obviously end up with an empty answering menue, which needs to be clicked manually.
Additionally: SetContinueMode(true) seems be executed for the node where the command is called, SetContinueMode(false) is always executing on the following node.
I really feel like something is setup wrong here or maybe we've overlooked an option in the dialogue manager?
Thank you!
our game has a situation where the player is asked by an npc to open up the inventory and choose a specific item, before the conversation is moving on. Therefore we used the: WaitForMessage(); sequencer command which by default is working fine.
An issue occurs, because we're also using a continue button in our dialogue ui. The continue button should only appear when the're is no response menue following on the next node. We did that by setting the continue button to "Not Before Response Menue", which also normally works out as intended.
Only when we the npc is waiting for an interaction and not an answer of the player, the continue button obviously still gets displayed, because there's no player response inbetween. In order to disable the continue-button in this special situation only, we tried the SetContinueMode(false) command and that's where things seem to get strange:
(1.) If we locally set the continuemode to false inside of the specific dialogue node, the "WaitForMessage()"-command gets just ignored and the sequencer moves on after the default delay.
(2.) If we globally set the continue button to "Never" in the Dialogue Manager, the WaitForMessage() command works out perfectly, but now we don't have a continue button anymore.
(3.) If we globally set the continue button to "Never" in the Dialogue Manager and then locally activate and deactivate the continue Button via SetContinueMode(t/f), things are similar to (1.).
(4.) If we put a player answer inbetween the last two nodes, there is no continuebutton and the sequencer waits for the message, but afterwards we obviously end up with an empty answering menue, which needs to be clicked manually.
Additionally: SetContinueMode(true) seems be executed for the node where the command is called, SetContinueMode(false) is always executing on the following node.
I really feel like something is setup wrong here or maybe we've overlooked an option in the dialogue manager?
Thank you!