Wrong speaker and listener in conversation
Posted: Wed Mar 06, 2024 5:43 am
Hi there. I'm currently using version 2.2.43.1. To initiate a conversation, I utilize the Usable button, which triggers the conversation with OnUse(). In the dialogue system trigger component, I haven't specified a conversation actor or conversant. The NPC I interact with has a dialogue actor component with an assigned actor name. Similarly, my player, who initiates the conversation, has a dialogue actor component with a designated name.
During the conversation, the NPC's name is correctly displayed when they speak, thanks to the BringToFrontOnFocus template UI. OnOpen() closes the nameplate, while on focus, it activates the nameplate, and unfocusing disables the nameplate. However, when it's my turn to speak in the next node, the NPC's nameplate remains the only active one. Only when I reach the response menu, where I choose what to say, does my name become active.
Additionally, I encounter issues when starting a conversation with an object like a leaflet, where there are no actor or conversant specified in the dialogue system trigger. In this case, it takes the actor and conversant from the nodes. Despite setting the NPC as the actor on every node, my player ends up being the speaker, and the NPC is the listener. This occurs even when I want the same NPC to address me during the leaflet conversation. (I want an object to trigger conversation with that same npc. npc will talk about the object in this conversation but somehow my player is the one talking)
Furthermore, when linking to another conversation from the NPC's dialogue, the same NPC's portrait and name persist, even if the linked conversation involves a different NPC. Strangely, this works seamlessly in another scene with a different NPC.
I really am lost. I dont know what to do about this strange behaviour.
During the conversation, the NPC's name is correctly displayed when they speak, thanks to the BringToFrontOnFocus template UI. OnOpen() closes the nameplate, while on focus, it activates the nameplate, and unfocusing disables the nameplate. However, when it's my turn to speak in the next node, the NPC's nameplate remains the only active one. Only when I reach the response menu, where I choose what to say, does my name become active.
Additionally, I encounter issues when starting a conversation with an object like a leaflet, where there are no actor or conversant specified in the dialogue system trigger. In this case, it takes the actor and conversant from the nodes. Despite setting the NPC as the actor on every node, my player ends up being the speaker, and the NPC is the listener. This occurs even when I want the same NPC to address me during the leaflet conversation. (I want an object to trigger conversation with that same npc. npc will talk about the object in this conversation but somehow my player is the one talking)
Furthermore, when linking to another conversation from the NPC's dialogue, the same NPC's portrait and name persist, even if the linked conversation involves a different NPC. Strangely, this works seamlessly in another scene with a different NPC.
I really am lost. I dont know what to do about this strange behaviour.