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Conversations overlapping Timelines

Posted: Tue Jul 23, 2024 8:03 am
by mudukke
I am using timelines that happen consecutively after each other. I am having issues with the dialogue overlaps in the next timeline I have tried to delay and extra nodes to enough time for the dialogue to disappear and not appear in the next timeline but nothing seems to. Also, each timeline has a different override display settings. Is the way to fix this

Re: Conversations overlapping Timelines

Posted: Tue Jul 23, 2024 10:58 am
by Tony Li
Instead of adding delay nodes, you can tell each dialogue entry to wait for a sequencer message from the timeline. For example, set a dialogue entry node's Sequence field to something like:

Code: Select all

WaitForMessage(GotoNextNode)
In your timeline, use a Sequencer Message clip to send the message "GotoNextNode".

Re: Conversations overlapping Timelines

Posted: Wed Jul 24, 2024 3:12 am
by mudukke
In the timeline where and what is the sequence message clip?

Re: Conversations overlapping Timelines

Posted: Wed Jul 24, 2024 8:52 am
by Tony Li
Sorry, the Sequencer Message clip was recently added in the development branch for DS version 2.2.48. It's not in version 2.2.47 and earlier. Here's a patch that adds it to older versions:

DS_TimelineSequencerMessagePatch_2024-07-24.unitypackage

Re: Conversations overlapping Timelines

Posted: Wed Jul 24, 2024 9:26 am
by mudukke
I haven't updated the dialogue system can I update from the package manager

Re: Conversations overlapping Timelines

Posted: Wed Jul 24, 2024 9:47 am
by Tony Li
Hi,

You can update the Dialogue System from the Package Manager window, but if you only need the Sequencer Message timeline clip you can just import the package linked above. Even if you update the Dialogue System to the current release version (2.2.47), you'll still need to import the package linked above since it isn't available in the release version yet.

Re: Conversations overlapping Timelines

Posted: Fri Jul 26, 2024 6:39 am
by mudukke
Do you add it like this

Re: Conversations overlapping Timelines

Posted: Fri Jul 26, 2024 9:36 am
by Tony Li
Close!

In the Sequencer Message clip in Timeline, set the Message to just "GotoNextNode" (without quotes).

In the Dialogue Editor, set your dialogue entry's Sequence field to "WaitForMessage(GotoNextNode)" (without quotes).

Re: Conversations overlapping Timelines

Posted: Tue Aug 06, 2024 10:15 am
by mudukke
I got this working thanks but I am having trouble deactivating the current game object timeline and activating the another timeline gameobject.

this is what I put the sequence

SetActive(14.1 A Festival Like No Other - NPC,false);
WaitForMessage(GotoNextNode);
SetActive(14.2 A Festival Like No Other - NPC,true)

Re: Conversations overlapping Timelines

Posted: Tue Aug 06, 2024 10:42 am
by Tony Li
Hi,

All sequencer commands try to run immediately unless they have "@" timing information after them. If you want to run the second timeline after the first one has finished, try something like:

Code: Select all

SetActive(14.1 A Festival Like No Other - NPC,false);
SetActive(14.2 A Festival Like No Other - NPC,true)@Message(GotoNextNode)