2D Bark Adventure Creator Problem

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ReimG
Posts: 10
Joined: Sat Aug 13, 2016 8:27 pm

2D Bark Adventure Creator Problem

Post by ReimG »

Hi,

I use Adventure Creator with Dialogue System and I have a problem, because barks invoked using AC Action are visible during conversations. Is there a way to hide them or not invoke them during conversations? Also Is there a way to play barks in sequence from AC Action just like from BarkTrigger?

Also there is another problem. When player is near left or right side of the screen a text of a bark just doesn't fit. I can write a script to make a text fit, but I was wondering if it isn't implemented in Dialogue System already.
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Tony Li
Posts: 22107
Joined: Thu Jul 18, 2013 1:27 pm

Re: 2D Bark Adventure Creator Problem

Post by Tony Li »

Hi,
ReimG wrote:I use Adventure Creator with Dialogue System and I have a problem, because barks invoked using AC Action are visible during conversations. Is there a way to hide them or not invoke them during conversations?
Yes, on the BarkTrigger component untick the Allow During Conversations checkbox.
ReimG wrote:Also Is there a way to play barks in sequence from AC Action just like from BarkTrigger?
Yes, there is a Third Party: Dialogue System Bark action.
ReimG wrote:Also there is another problem. When player is near left or right side of the screen a text of a bark just doesn't fit. I can write a script to make a text fit, but I was wondering if it isn't implemented in Dialogue System already.
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Sorry, it's not already implemented. I'll add it to the roadmap. Until then I'm afraid you'll have to write your own script.
ReimG
Posts: 10
Joined: Sat Aug 13, 2016 8:27 pm

Re: 2D Bark Adventure Creator Problem

Post by ReimG »

Hi,

Thanks for the quick response, but in the first part, I know that the BarkTrigger component has AllowDuringConversation checkbox and also that there is a Third Party: Dialogue System Bark Action. My question was how to make barks played from Third Party: Dialogue System Bark Action invisible during conversations and how to play them in sequence (I don't see any of that in the action).

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Tony Li
Posts: 22107
Joined: Thu Jul 18, 2013 1:27 pm

Re: 2D Bark Adventure Creator Problem

Post by Tony Li »

Hi,

There's an updated Adventure Creator Support package on the Dialogue System Extras page. It adds these features:
  • Dialogue System Bark action: Has a new checkbox to specify whether barks can display during conversations or not.
  • Dialogue System Check Conversation Active: Checks if a Dialogue System conversation is active.
For your question:
ReimG wrote:My question was how to make barks played from Third Party: Dialogue System Bark Action invisible during conversations and how to play them in sequence (I don't see any of that in the action).
do you mean you want a character (or multiple characters) to play one bark after another in a sequence, where the next bark starts as soon as the previous one is finished? If so, I recommend running it as a conversation using a Bark Dialogue UI to display the lines through the characters' bark UIs. To set this up:

1. Add a Bark Dialogue UI component to one of the characters.

2. Add an Override Dialogue UI to the character, and assign the Bark Dialogue UI to the UI field.
ReimG
Posts: 10
Joined: Sat Aug 13, 2016 8:27 pm

Re: 2D Bark Adventure Creator Problem

Post by ReimG »

Thank you so much :D. This is exactly what I meant.
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