Automatically Continue Empty Dialogue Nodes?
Posted: Sun Nov 19, 2023 10:17 pm
Hello,
This isn't a huge deal, but I've been trying to figure out how to do this myself for a while without much success, so I was wondering if there was a simple solution.
Right now, I have my continue button set to "Always." I always want player confirmation before continuing any dialogue.
I use a lot of empty nodes in my conversations, and I have to add the "Continue()" sequence to all of them, or else the conversation gets stuck as the dialogue panel is hidden and the continue button no longer works. I can't use group nodes because they don't seem to process the dialogue entry fields that I'm using.
I tried a few different ways of getting the conversation to continue through code in the "OnConversationLine" method, but calling something like "DialogueManager.PlaySequence("Continue()")" doesn't work on the same frame; I have to delay it by a frame, and that causes other issues.
I'd like to implement something automatic for this because I keep accidentally forgetting to add "Continue()" to some nodes, and it essentially bricks my game. It would be nice to have this functionally be automatic and also work as a safeguard.
Any help is greatly appreciated, but please don't spend too much time on this; it's not really necessary, I was just wondering if I missed something simple.
Thank you.
This isn't a huge deal, but I've been trying to figure out how to do this myself for a while without much success, so I was wondering if there was a simple solution.
Right now, I have my continue button set to "Always." I always want player confirmation before continuing any dialogue.
I use a lot of empty nodes in my conversations, and I have to add the "Continue()" sequence to all of them, or else the conversation gets stuck as the dialogue panel is hidden and the continue button no longer works. I can't use group nodes because they don't seem to process the dialogue entry fields that I'm using.
I tried a few different ways of getting the conversation to continue through code in the "OnConversationLine" method, but calling something like "DialogueManager.PlaySequence("Continue()")" doesn't work on the same frame; I have to delay it by a frame, and that causes other issues.
I'd like to implement something automatic for this because I keep accidentally forgetting to add "Continue()" to some nodes, and it essentially bricks my game. It would be nice to have this functionally be automatic and also work as a safeguard.
Any help is greatly appreciated, but please don't spend too much time on this; it's not really necessary, I was just wondering if I missed something simple.
Thank you.