"Continue Button"

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Japtor
Posts: 120
Joined: Thu Jun 28, 2018 1:41 pm

"Continue Button"

Post by Japtor »

Hi,

I am playing around with the "Continue Button" inside the Dialogue Manager. Is something that I would like to be always in my game while a dialogue is active.

I have a conversation where the final node is empty. It has no dialogue text and just opens a UI by running a Lua script. Someone suggested me to put the "Sequence None()" because the last node with dialogue text was visible for about 2-3 seconds after disappearing while the new UI was just visible.

However, with the "Continue Button" activated, it seems that the "Sequence None()" doesn´t work at all. It keeps the UI with the last node with dialogue text while the new UI is open. This means that you have to click the button to close it or it will stay there forever and is something that I will like to avoid for this cases.

Any idea how to avoid the "Continue Button" for some specific moments like mine?

Thanks :)
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Tony Li
Posts: 22058
Joined: Thu Jul 18, 2013 1:27 pm

Re: "Continue Button"

Post by Tony Li »

Hi,

Use "Continue()" instead of "None()". This simulates a continue button click. To add it, you can either type it into the Sequence field manually or click the "+" button and select Continue > Simulate continue button click.
Japtor
Posts: 120
Joined: Thu Jun 28, 2018 1:41 pm

Re: "Continue Button"

Post by Japtor »

Hi,

Yeah, that fixed my problem.

Thank you very much! :)
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Tony Li
Posts: 22058
Joined: Thu Jul 18, 2013 1:27 pm

Re: "Continue Button"

Post by Tony Li »

Happy to help!
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