How to End Conversations?
Posted: Fri Jun 16, 2023 6:15 pm
Hi, I'm going crazy here because I think this must be a very simple thing, but I cannot seem to find the info I need.
I have a scene with a modified version of one of the dialogue templates in it. It's working great, pulls the right conversation, and the right portraits from the components on the player and the NPC.
However, when I added a second NPC, with the intention of using the same generic Dialogue UI (but with a different portrait/portrait name driven by the dialogue actor component on the character prefab and the name of the character from the conversation in the database respectively) I get the correct dialogue text, but the first character's portrait and name, and then, if the conversation keeps going, I get the warning message: Another conversation is already active. Not starting 'NPC_02_Convo_01'.
I found several topics on the forums with the same warning, and based on that, it seems like I might accidently have allowed my conversation with the first NPC to keep going indefinitely.
However, I could not find a good best practice to end a conversation.
For my purposes, I would like the conversation to end when it get's to one of the ends of the dialogue and closes out the UI. Or when the character leaves the collider that triggers the start of the conversation. Is there a way to do that for the conversation, or even for all conversations that use that UI?
I'm not sure if it's relevant to this issue, but I am using the Corgi Engine, and the Conversation Zone component on each of the NPCs with a Dialogue System Trigger > On Use and then added the action Start Conversation.
I was thinking maybe I could just add another Dialogue System Trigger > On Collision Exit and then add the action End Conversation, but I don't see that as an option.
I have a scene with a modified version of one of the dialogue templates in it. It's working great, pulls the right conversation, and the right portraits from the components on the player and the NPC.
However, when I added a second NPC, with the intention of using the same generic Dialogue UI (but with a different portrait/portrait name driven by the dialogue actor component on the character prefab and the name of the character from the conversation in the database respectively) I get the correct dialogue text, but the first character's portrait and name, and then, if the conversation keeps going, I get the warning message: Another conversation is already active. Not starting 'NPC_02_Convo_01'.
I found several topics on the forums with the same warning, and based on that, it seems like I might accidently have allowed my conversation with the first NPC to keep going indefinitely.
However, I could not find a good best practice to end a conversation.
For my purposes, I would like the conversation to end when it get's to one of the ends of the dialogue and closes out the UI. Or when the character leaves the collider that triggers the start of the conversation. Is there a way to do that for the conversation, or even for all conversations that use that UI?
I'm not sure if it's relevant to this issue, but I am using the Corgi Engine, and the Conversation Zone component on each of the NPCs with a Dialogue System Trigger > On Use and then added the action Start Conversation.
I was thinking maybe I could just add another Dialogue System Trigger > On Collision Exit and then add the action End Conversation, but I don't see that as an option.