Starting, timing and pausing conversations/sequence
Posted: Fri Apr 25, 2025 4:12 pm
Hello!
This is another one that we've researched a lot...
So after experimenting with Delay() etc. we discovered that putting @# at the end of a sequence line was pretty much the only way to time things in a way that actually works (at least for us). And each command must be calculated in absolute relative to 0 second.
MoveTo(GoTo_Monk, NPC_Monk_Thin_00, 7);
AnimatorBool(walking, true, Sheet_Player_Idle_Bot_0);
AnimatorBool(walking, false, Sheet_Player_Idle_Bot_0)@7;
SendMessage(FadeIn, , MessageManagement)@6;
SendMessage(FadeOut, , MessageManagement)@9;
(We're still figuring out how to do a fade to black that doesn't turn off right as soon as the timer is done.)
Is this really the way to do it?
Now say I want to make a sequence like in Disco Elysium, where you "randomly" walk in the street and a voice in your head starts talking. Well, this must not happen in the middle of a conversation with another NPC, it must wait until that conversation is over, then resume its timer.
Missing any type of a "timer" component that we can pause and resume, is it possible to do this?
Pausing the entire world is not worth considering because we have animations running on characters (dialogue reactions, etc.).
Thank you!
Matt
This is another one that we've researched a lot...
So after experimenting with Delay() etc. we discovered that putting @# at the end of a sequence line was pretty much the only way to time things in a way that actually works (at least for us). And each command must be calculated in absolute relative to 0 second.
MoveTo(GoTo_Monk, NPC_Monk_Thin_00, 7);
AnimatorBool(walking, true, Sheet_Player_Idle_Bot_0);
AnimatorBool(walking, false, Sheet_Player_Idle_Bot_0)@7;
SendMessage(FadeIn, , MessageManagement)@6;
SendMessage(FadeOut, , MessageManagement)@9;
(We're still figuring out how to do a fade to black that doesn't turn off right as soon as the timer is done.)
Is this really the way to do it?
Now say I want to make a sequence like in Disco Elysium, where you "randomly" walk in the street and a voice in your head starts talking. Well, this must not happen in the middle of a conversation with another NPC, it must wait until that conversation is over, then resume its timer.
Missing any type of a "timer" component that we can pause and resume, is it possible to do this?
Pausing the entire world is not worth considering because we have animations running on characters (dialogue reactions, etc.).
Thank you!
Matt