I have a character with a dialogue system trigger on them. Trigger = On Use.
The action includes Barks.
I have a script that eventually changes the bark conversation values in the following way:
Code: Select all
milo.GetComponent<DialogueSystemTrigger>().barkConversation = "Homestead/Act 1/Milo/Generic Barks";
milo.GetComponent<DialogueSystemTrigger>().barkOrder = BarkOrder.Random;
There are no conditions added to any of the dialogue entries.
Any ideas? Thanks!