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Ends conversation after firs node

Posted: Sat Sep 30, 2023 6:11 am
by hrohibil
Hey Tony

Please see screenshot

I have a conversation with conditions here.
It plays only the first node, then it jumps out of the conversation and gamplay resumes??

I have so it should only go to # 1 if vGetItem 23 is obtained. Else it should go to # 3 on picture which is if player do NOT have the vitem 23.

But as mentioned first, after node it jumps out of conversation?? Meaning ending iut?


Re: Ends conversation after firs node

Posted: Sat Sep 30, 2023 7:51 am
by Tony Li
Remove "and" and "and and" from the nodes' Conditions.

Re: Ends conversation after firs node

Posted: Sun Oct 01, 2023 5:31 am
by hrohibil
I did remove those but still it jumps and behave as before.

Re: Ends conversation after firs node

Posted: Sun Oct 01, 2023 6:00 am
by hrohibil
Hey Tony

I made this short video for better demonstration.

This should also cover my other topic thread : https://www.pixelcrushers.com/phpbb/vie ... 039#p41039

Issues:

1:
As you see in the beginning when scene starts, the first node never gets played "Welcome to crom city"

2:
And you see after conversation the mouse cursor do not dissapear. I mapped out a key to manually press to hide it, but event that doe not work that well.

3:
I switch the conversation to my second ontrigger, dialouge as you can see when i approach, the camera zooms in as per sequenser code, but look in the left dialogue window, its only the first node that gets fired up, it automatically exits out ?

4:
You can see i have a addd the vAddItemByID(23, 1, true); as i wanted to test if could get that, but that does not work either?? My inventory do not get the vItem # 23 which is the keycard


I hope you can help me Tony.
Thank you

Re: Ends conversation after firs node

Posted: Sun Oct 01, 2023 8:48 am
by Tony Li
> 1: As you see in the beginning when scene starts, the first node never gets played "Welcome to crom city"

Check the first node's Sequence. Clear the Sequence field, or add this to the beginning of it:

Code: Select all

Delay({{end}}); 
If that doesn't work, let me know what the Sequence is.

> 2: And you see after conversation the mouse cursor do not dissapear. I mapped out a key to manually press to hide it, but event that doe not work that well.

Try this:

1. UNtick the Dialogue System Trigger's Show Cursor During Conversation.
2. Make sure the player GameObject is assigned to the Dialogue System Trigger's Conversation Actor.
3. Set up the Input Device Manager as I described in my last reply in your other thread.

> 3: I switch the conversation to my second ontrigger, dialouge as you can see when i approach, the camera zooms in as per sequenser code, but look in the left dialogue window, its only the first node that gets fired up, it automatically exits out?

Set the Dialogue Manager's Debug Level to Info. When this conversation starts, check the Console window. It will probably tell you that the Conditions are false on both player nodes (blue nodes). Examine the Conditions to determine why they're false.

> 4: You can see i have a addd the vAddItemByID(23, 1, true); as i wanted to test if could get that, but that does not work either?? My inventory do not get the vItem # 23 which is the keycard

Try vAddItemByID(23, 1, false). If that doesn't work, check the Console window for errors or warnings. If that doesn't help, open the bridge script in your code editor and put a breakpoint in the vAddItemByID method. Play the game, reproduce the issue, and step through the debugger to identify why it's not working.

Re: Ends conversation after firs node

Posted: Sun Oct 01, 2023 10:56 am
by hrohibil
Hello Tony

See my 3 below screenshots.
I have configured them as you instructed, but still same issue.

The firs node gets skipped or is to fast. Keep in min my first two nodes after the YELLOW start is two grey (NPC) nodes.
And the mouse cursor is not visible anymore because i UNTICKED the "show cursor during conversation".

So now my node is stuck, i cant use mouse or any key press to continue??

EDIT: # 4 picture below is with the dialoge info from console, for the last issue..


1:


2:


3:
][/quote]

4:

Re: Ends conversation after firs node

Posted: Sun Oct 01, 2023 4:10 pm
by Tony Li
Clear the first node's Sequence field entirely. Make sure the node no longer shows a blue arrow icon.

On the Dialogue Manager's Input Device Manager, try ticking Control Cursor State.

Re: Ends conversation after firs node

Posted: Mon Oct 02, 2023 1:19 pm
by hrohibil
I cleared the first line completely.
Blue arrow gone. But same issue. The mode node turns green for a split second then continues. Is it because I have two grey nodes in serials? As I want the NPC to talk in both nodes before the actor.

I enabled the control cursor state as well but the mouse cursor is still there unfortunately.

The project is very big so it would be difficult to pack or send it.
I am willing to start all over with this asset if I knew that would work!!
I followed the Invector integration doc to the teeth. Sorry to disturb you with this.

Re: Ends conversation after firs node

Posted: Mon Oct 02, 2023 2:38 pm
by Tony Li
Hi,

The issue is probably one very small thing.

On your Dialogue Manager GameObject, what is Display Settings > Camera & Cutscene Settings > Default Sequence set to?

Re: Ends conversation after firs node

Posted: Mon Oct 02, 2023 2:51 pm
by hrohibil