Problem with executing sequences at the end of conversation
Posted: Mon Jun 12, 2023 12:31 pm
Hello,
In my game I would like to have it so on the final node of conversation, the player will press the Continue button in order to finish the conversation and close the Dialogue UI. Once this has happened, I would like to play a set of sequences, such as for showing an alert and the quest tracker UI. The problem I am facing is either the sequences play while the last dialogue node is playing, or if I put the sequences in an <>END node, it will continue to show the previous node's dialogue, all while also playing the sequences, AND the player will have to press the continue button again to close the Dialogue UI.
Is there a way to have it so once you click the continue button on the final dialogue, the Dialogue UI clears out and then the sequences I put for the node to play? Putting @{{end}} doesn't work great for this because that is based on the timing of the text being typed out rather than the continue button being pressed.
In my game I would like to have it so on the final node of conversation, the player will press the Continue button in order to finish the conversation and close the Dialogue UI. Once this has happened, I would like to play a set of sequences, such as for showing an alert and the quest tracker UI. The problem I am facing is either the sequences play while the last dialogue node is playing, or if I put the sequences in an <>END node, it will continue to show the previous node's dialogue, all while also playing the sequences, AND the player will have to press the continue button again to close the Dialogue UI.
Is there a way to have it so once you click the continue button on the final dialogue, the Dialogue UI clears out and then the sequences I put for the node to play? Putting @{{end}} doesn't work great for this because that is based on the timing of the text being typed out rather than the continue button being pressed.