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Keep NPCs portrait image always visible

Posted: Thu May 25, 2023 8:42 am
by ramboaslak
Hello!

I'm currently working on a game where I'd like to have player & NPCs "facing" each other during dialog. However, I've ran into a problem that I can't seem to figure out: Once the player can select his/her response, the NPCs portrait disappears. I've tried to figure this out from previous forum posts, but changing the visibility options don't seem to be doing anything. How could I get this working?

Re: Keep NPCs portrait image always visible

Posted: Thu May 25, 2023 10:15 am
by Tony Li
Hi,

Set the subtitle panels' Visibility dropdowns to Always From Start, and UNassign the response menu panel's PC Image and PC Name fields.

Re: Keep NPCs portrait image always visible

Posted: Fri May 26, 2023 1:36 am
by ramboaslak
Hi Toni and thanks for your help. I'm still struggling with this. I've used Disco Elysium styled .unitypackage you provided as a base (https://www.pixelcrushers.com/phpbb/vie ... f=3&t=5978). However, I can't seem to find any visibility dropdowns from the hierarchy that relate to what you instructed above. Response Menu Panel's Standard UI Menu Panel component doesn't have this as an option. How can I get this working?

Re: Keep NPCs portrait image always visible

Posted: Fri May 26, 2023 2:11 am
by ramboaslak
Oh, and another issue I'm facing: I'm using Adventure Creator alongside with Dialogue System. I got the whole thing wired up and working, but the talking animations are not working during dialogue. I'm using Sprites Unity Complex and the talking animation is fired by using IsTalking boolean. How can I get this working too?

Re: Keep NPCs portrait image always visible

Posted: Fri May 26, 2023 4:24 am
by ramboaslak
And just for clarification: As the player character is always visible on the left side of the screen, I just duplicated the NPC portrait image and aligned it on the left. So there's no logic in that portrait, as it's always visible during dialogues. However, now that I think of it, is it possible to "fade" the portrait to a slightly darker tone when player or the npc character aren't speaking? And on top of that, I'm considering using a "narrator" in the text. It would be an Actor without a portrait, so how can I ensure the NPC with a portrait would stay on the screen while the narrator is talking?

On a side note, I really love this asset. This is the second game I'm using this.

Re: Keep NPCs portrait image always visible

Posted: Fri May 26, 2023 10:11 am
by Tony Li
Hi,

Thanks for using the Dialogue System for another game! :-)

To handle the portraits and fading, try using the VN or Focus dialogue UIs. They fade, and they use two portrait images. The Scrolling dialogue UI only shows the NPC's image by default, so it requires more customization to show both portraits.

Regarding AC's speech, are you using the ACSpeech() sequencer command? If so, temporarily set the Dialogue Manager's Other Settings > Debug Level to Info. During dialogue, check the Console window for lines like:

Dialogue System: Sequencer command ACSpeech(...): speaker=..., lineNumber=..., text='...', isBackground=...

If you're just using an animator, you can use a sequence similar to:

Code: Select all

AnimatorBool(IsTalking, true);
required AnimatorBool(IsTalking, false)@Message(Typed)

Re: Keep NPCs portrait image always visible

Posted: Mon May 29, 2023 1:20 am
by ramboaslak
Thanks again for a fast reply! I was finally able to figure out why the NPC portrait wasn't showing. I had the Actor and Conversant values wrong, and now everything's working just the way it should.

Re: Keep NPCs portrait image always visible

Posted: Mon May 29, 2023 8:01 am
by Tony Li
Great! Glad you got it working.