Change subtitle panel runtime

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MasterDataBase
Posts: 8
Joined: Tue Apr 25, 2023 8:22 am

Re: Change subtitle panel runtime

Post by MasterDataBase »

Hi Tony, as you suggest, I tried to convert all the previous conversation to a bark, as it should be the right tool.

But now some time some line will not be triggered, few of them are grouped to fire a random line, like in the screen below, if I leave the first node empty, the character will say nothing (neither the balloon will appear) if I fulfil the node, the character will just say the line in the node without reach the end of the path.
Cattura.PNG
Cattura.PNG (42.59 KiB) Viewed 6599 times
Maybe there is a different configuration to use?
The first node have the Continue@0.01f in the Sequence, the set a random value in a temp variable.
The second node have just a Continue@0.01 in the Sequence
Meanwhile, the last three leafs are just the line to say (one as fallback for trouble with the variable)
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Tony Li
Posts: 22112
Joined: Thu Jul 18, 2013 1:27 pm

Re: Change subtitle panel runtime

Post by Tony Li »

Hi,

Barks will only use dialogue entry nodes that are linked directly from <START>.

Group nodes are okay, so it's okay to do this:

<START> --> {group} --> ["bark"]

It's possible that some nodes are being rejected because of their Conditions. See the Logging & Debugging Tips Tutorial to get more info.

One more note: To allow barks to play while a conversation is active, tick the Dialogue Manager's Display Settings > Bark Settings > Allow Barks During Conversations checkbox is ticked.
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