Having some issues with a project I've been working on without issue for a while.
I created a new conversation between two actors in the same form as I have successfully done previously. Creation process was fine, but come runtime all lines were being spoken by only one of the actors in the conversation. From this point on, creating any new nodes with this actor led to those lines being spoken by the other actor in the conversation. Nodes that had already been created for this actor continue to function correctly.
The other actor in the aforementioned conversation is now also having issues, where sequence commands that send messages to "speaker" are not reaching this actor. Once again, previous nodes that use those same commands continue to function correctly.
I've had a look at the asset file and the correct actor ids are set within the new nodes' fields.
The faulty nodes are also not prepending the actor name before the dialogue, as other working nodes are.
I would really appreciate any advice about how I might resolve or at least investigate this further.
Nodes for certain actors no longer working correctly
Re: Nodes for certain actors no longer working correctly
Hi,
You may have already done some of these steps, but let's take it from the ground up.
Inspect your conversation in the Dialogue Editor. Select Menu > Conversation Properties. Make sure the conversation's Actor and Conversant dropdowns are set to the characters you want to use. In player+NPC conversations, the player is typically the Actor and the NPC is the Conversant.
Then inspect each dialogue entry node. Make sure the node's Actor dropdown is set to the character who should be speaking that line.
If the conversation's Actor or Conversant is assigned to a node, the node will not show the name in front of the text. It will only show the name in front of text for nodes that aren't assigned to the conversation's Actor or Conversant. You can change this using Menu > Show..., which has options to show all actor names.
You may have already done some of these steps, but let's take it from the ground up.
Inspect your conversation in the Dialogue Editor. Select Menu > Conversation Properties. Make sure the conversation's Actor and Conversant dropdowns are set to the characters you want to use. In player+NPC conversations, the player is typically the Actor and the NPC is the Conversant.
Then inspect each dialogue entry node. Make sure the node's Actor dropdown is set to the character who should be speaking that line.
If the conversation's Actor or Conversant is assigned to a node, the node will not show the name in front of the text. It will only show the name in front of text for nodes that aren't assigned to the conversation's Actor or Conversant. You can change this using Menu > Show..., which has options to show all actor names.
Re: Nodes for certain actors no longer working correctly
Thanks Tony! I had already checked that both the conversation and the individual noes were correctly assigned, but it's good to know that the names not showing up is intended.
I seem to have resolved this issue for now by doing the opposite of this, funnily enough, and setting the conversation's actor and conversant to completely different actors, and having the nodes override with the correct ones. Fingers crossed the issue does not arise again.
I really appreciate the quick response Tony! Love your work
I seem to have resolved this issue for now by doing the opposite of this, funnily enough, and setting the conversation's actor and conversant to completely different actors, and having the nodes override with the correct ones. Fingers crossed the issue does not arise again.
I really appreciate the quick response Tony! Love your work

Re: Nodes for certain actors no longer working correctly
Hi,
Thanks! The info on this page may also be helpful: Character GameObject Assignments. (Or not. But at least you have a link to it now.
)
Thanks! The info on this page may also be helpful: Character GameObject Assignments. (Or not. But at least you have a link to it now.
