SetPortrait skipping entry

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gmaheux
Posts: 8
Joined: Wed Jan 09, 2019 3:41 pm

SetPortrait skipping entry

Post by gmaheux »

Hey there :)

I am trying to change a portrait during a conversation so that my actor can have different emotions according to the text.
While searching for a solution, I found this :
Use the SetPortrait() sequencer command.
Let's say pic 1 is Ned's inside clothes, and pic 2 is Ned's outside clothes.
If you're playing an outside conversation, put this sequencer command in the first node:

SetPortrait(Ned, pic=2)
-----------------------------

My problem is that when i add the setportrait sequencer command on the entry, it is automatically skipped when playing the conversation. A friend tested on her computer and instead of skipping, it just appears very quickly and immediately goes to the next entry without waiting for normal input. My syntax seems fine and the actor has a portrait for the specified index. Is there any pointer anyone can give me on how to solve this ? I'm getting a little desperate here :(

Thanks a lot !! :)
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Tony Li
Posts: 22054
Joined: Thu Jul 18, 2013 1:27 pm

Re: SetPortrait skipping entry

Post by Tony Li »

Hi,

Also include {{default}} or Delay({{end}}) in the Sequence. For example:

Code: Select all

SetPortrait(Ned, pic=2);
{{default}}
A subtitle stays onscreen for the duration of its Sequence. The SetPortrait() sequencer command finishes immediately. If you also include {{default}}, it will include the Default Sequence defined in the Dialogue Manager GameObject's Display Settings > Camera & Cutscene Settings section. By default, it is set to: Delay({{end}}), which delays for a duration based on the text length.

More info: Cutscene Sequences, Cutscene Sequences Tutorials
gmaheux
Posts: 8
Joined: Wed Jan 09, 2019 3:41 pm

Re: SetPortrait skipping entry

Post by gmaheux »

Thanks a lot! it is working like a charm.
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