Changing Portrait Position for Non-Protagonist Characters in VN Dialogue Template
Posted: Tue Aug 20, 2024 8:41 am
Hello,
I’m working with the VN Dialogue Template in the Dialogue System, and I’ve encountered an issue regarding the positioning of character portraits during dialogues.
In my current setup, when I set the character to "Player," the portrait positioning works as expected. However, when two characters who are not the protagonist are speaking, their portraits always appear on the right side of the screen, regardless of their roles or who is speaking.
Here’s what I’ve done so far:
- I’ve set up the actors and conversants correctly in the database.
- I’ve checked the settings and configurations related to portrait display.
- I've tried using LUA scripting to set the Actor to Player Character, both in the dialogue slot and in the Dialogue System Trigger field (before Starting Convo):
Actor["Goofy"].IsPlayer = true
Despite these configurations, the issue persists, and I’m unable to get the portraits of non-protagonist characters to switch positions dynamically.
Could you please guide me on how to resolve this issue? Specifically, I’d like to know how to ensure that the portraits of non-protagonist characters can be positioned correctly during dialogues, similar to how it works with the Player character.
I also wish this behaviour to continue working when the character on the screen are 3 or even 4 (protagonist(s) on the left, NPCs on the right).
Any assistance or advice on this matter would be greatly appreciated.
Thank you!
I’m working with the VN Dialogue Template in the Dialogue System, and I’ve encountered an issue regarding the positioning of character portraits during dialogues.
In my current setup, when I set the character to "Player," the portrait positioning works as expected. However, when two characters who are not the protagonist are speaking, their portraits always appear on the right side of the screen, regardless of their roles or who is speaking.
Here’s what I’ve done so far:
- I’ve set up the actors and conversants correctly in the database.
- I’ve checked the settings and configurations related to portrait display.
- I've tried using LUA scripting to set the Actor to Player Character, both in the dialogue slot and in the Dialogue System Trigger field (before Starting Convo):
Actor["Goofy"].IsPlayer = true
Despite these configurations, the issue persists, and I’m unable to get the portraits of non-protagonist characters to switch positions dynamically.
Could you please guide me on how to resolve this issue? Specifically, I’d like to know how to ensure that the portraits of non-protagonist characters can be positioned correctly during dialogues, similar to how it works with the Player character.
I also wish this behaviour to continue working when the character on the screen are 3 or even 4 (protagonist(s) on the left, NPCs on the right).
Any assistance or advice on this matter would be greatly appreciated.
Thank you!