cutscene with characters touching

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gellosart
Posts: 10
Joined: Thu Dec 24, 2020 9:41 am

Re: cutscene with characters touching

Post by gellosart »

I've imported this patch in and I don't think it fixed either of the problems. Though I'm not getting any errors.
I also just tested this theory on the first scene in the game which also has dialogue and it also caused it to not work but this time I didn't get an error. It's just frozen after I pressed continue.
I think I missed this yesterday but it froze after playing the first dialogue and when I pressed E again it reset its self to play the full dialogue.

The ending is also frozen. No error appearing this time though. Same result if I use SetContinueMode(true) or not. I also removed the sequencer commands for SetDialoguePanel() and continue() and it also stuck on the first dialogue text since the continue button isn't working.

It is still playing fine when I start playing it from just that scene.

I'm not sure if my theory from last night is correct, but when I start from other scenes the dialogue is fine.

To try to confirm my theory I've gone from the same room where using LoadLevel() in the dialogue node seemed to be causing the continue button to not work and used one of my normal door scripts which gave me a result of normal good performance for the end scenes dialogue.
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Tony Li
Posts: 22051
Joined: Thu Jul 18, 2013 1:27 pm

Re: cutscene with characters touching

Post by Tony Li »

Hi,

Would it be possible for you to send a reproduction project to tony (at) pixelcrushers.com?
gellosart
Posts: 10
Joined: Thu Dec 24, 2020 9:41 am

Re: cutscene with characters touching

Post by gellosart »

Hello, I've just emailed over a link. Thank you!
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Tony Li
Posts: 22051
Joined: Thu Jul 18, 2013 1:27 pm

Re: cutscene with characters touching

Post by Tony Li »

Hi,

Thanks for sending the reproduction project. It made it much easier to identify the issue. In the repro project's "test level loader" conversation, set the last node's Sequence to:

Code: Select all

required LoadLevel(gallery,spawnpoint);
Continue()
"Continue()" finishes the last node, allowing the conversation to end. The "required" keyword in "required LoadLevel(gallery,spawnpoint)" ensures that the LoadLevel() command runs even if the Continue() command ends the conversation at the same time.
gellosart
Posts: 10
Joined: Thu Dec 24, 2020 9:41 am

Re: cutscene with characters touching

Post by gellosart »

Thank you! Yes, That's solved the issue!
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Tony Li
Posts: 22051
Joined: Thu Jul 18, 2013 1:27 pm

Re: cutscene with characters touching

Post by Tony Li »

Great! Glad to help.
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