Setting Barks to Random by Script Doesn't Work
Posted: Sat Nov 09, 2024 4:11 pm
Hello-
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:
In the Editor, everything looks right - including showing the Bark Order being Random. However, the character will only ever bark the very first available bark in the conversation, it is not random.
There are no conditions added to any of the dialogue entries.
Any ideas? Thanks!
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!