ORK integration and Dialogue System: Another conversation is already active. Not starting 'Conversation'.
Posted: Fri May 19, 2023 11:18 pm
Hi, for the record, I have ORK Framework 3 with Dialogue System integration imported, and I also have Text Animator integration installed. It has been a constant struggle to get this working.
I was following this tutorial on how to use the Dialogue System in ORK:
I've done everything in that tutorial, and then I fixed some issues with Text Animator with the help of Febucci, its author.
The things I fixed were going into the basic standard dialogue UI and converting most text boxes there to TMPro, dragging references, and replacing the typewriter for PC and NPC subtitle text with the Text Animator one plus Text Animator TMPro component.
I'm just giving context as best I can.
What it is set up to do:
The dialogue tree does this > Left path gives 5 gold coins, then ends the conversation with the left choice. It then shows how much gold I have. This is important for later.
Right path gives no coins, ends the conversation and opens the "cauldron" ORK UI interact like in the video, where currently all the options just end the conversation because I don't have the inventory UI yet.
Anyway, I hit play, go into the scene, talk to the NPC, then here are some of the issues:
1) The ORK "Interact" UI box is currently layered on top of the dialogue box. Probably not related to my problem, but just mentioning it.
2) If I hit "space" (main interact button) while the dialogue is running, it says "Dialogue System: Another conversation is already active."
3) When I go into the "cauldron" ORK UI, I can still move around. "Block player input" doesn't work. An ORK issue, I'm sure, not related.
4) This is the main issue: After I go through all the dialogue choices, no matter what I pick, this always happens the second time:
I click the NPC again, and nothing happens. I am locked in place for all eternity. If I hit the interact button, it just says "Dialogue System: Another conversation is already active."
If I hit the cancel button twice, it finally lets me move again, and then it shows me how much gold I have, even when I made no choices. I just cancelled twice. It does not, however, add to the coin count...it just shows it.
So, yeah...help? It clearly never actually ends the conversation even if I do end it and can move again.
(By the way, orkGetCurrency is missing from the custom script options)
Edit:
I tried some live debugging, and I saw this:
If I hit cancel enough times, it removes all those, but now it somehow permanently broke my movement. I can't leave even after hitting cancel over and over.
Edit edit:
Upon further testing, I've found where the problem lies, but not the exact problem. If I change to one of the other templates like Runic Dialogue UI, everything works.
Meaning, the problem lies somewhere in the changes I've made to the Basic Standard Dialogue UI and trying to make that work with Text Animator. I replaced a lot of things in there, like various text components became TMPro components...and lots of references needed to be dragged.
I was following this tutorial on how to use the Dialogue System in ORK:
I've done everything in that tutorial, and then I fixed some issues with Text Animator with the help of Febucci, its author.
The things I fixed were going into the basic standard dialogue UI and converting most text boxes there to TMPro, dragging references, and replacing the typewriter for PC and NPC subtitle text with the Text Animator one plus Text Animator TMPro component.
I'm just giving context as best I can.
What it is set up to do:
The dialogue tree does this > Left path gives 5 gold coins, then ends the conversation with the left choice. It then shows how much gold I have. This is important for later.
Right path gives no coins, ends the conversation and opens the "cauldron" ORK UI interact like in the video, where currently all the options just end the conversation because I don't have the inventory UI yet.
Anyway, I hit play, go into the scene, talk to the NPC, then here are some of the issues:
1) The ORK "Interact" UI box is currently layered on top of the dialogue box. Probably not related to my problem, but just mentioning it.
2) If I hit "space" (main interact button) while the dialogue is running, it says "Dialogue System: Another conversation is already active."
3) When I go into the "cauldron" ORK UI, I can still move around. "Block player input" doesn't work. An ORK issue, I'm sure, not related.
4) This is the main issue: After I go through all the dialogue choices, no matter what I pick, this always happens the second time:
I click the NPC again, and nothing happens. I am locked in place for all eternity. If I hit the interact button, it just says "Dialogue System: Another conversation is already active."
If I hit the cancel button twice, it finally lets me move again, and then it shows me how much gold I have, even when I made no choices. I just cancelled twice. It does not, however, add to the coin count...it just shows it.
So, yeah...help? It clearly never actually ends the conversation even if I do end it and can move again.
(By the way, orkGetCurrency is missing from the custom script options)
Edit:
I tried some live debugging, and I saw this:
If I hit cancel enough times, it removes all those, but now it somehow permanently broke my movement. I can't leave even after hitting cancel over and over.
Edit edit:
Upon further testing, I've found where the problem lies, but not the exact problem. If I change to one of the other templates like Runic Dialogue UI, everything works.
Meaning, the problem lies somewhere in the changes I've made to the Basic Standard Dialogue UI and trying to make that work with Text Animator. I replaced a lot of things in there, like various text components became TMPro components...and lots of references needed to be dragged.