NPC Dialog Continue Issues

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RetroVertigo
Posts: 55
Joined: Fri Apr 16, 2021 4:32 pm

NPC Dialog Continue Issues

Post by RetroVertigo »

Hello
I am trying to get my NPCs to do a simple continue dialog but I am running into some issues.

1) conversation not continuing
-Walk up to NPC and interact with them, and first initial dialog happens - works correctly
-press interact button again, and nothing happens on screen. Check the Dialog window and conversation has progressed forward but is not updated in the Game view

2) Entire NPCObj disappears at end of Conversation
-Once I get the conversation over, by pressing interact button a few times, my NPCObj is rendered inactive.
-I can reactive manually, and start the convo again.

3) How to get a trigger once conversation is complete?
-I currently set my playerObj in a nothing state while in conversation
-What is the best route for telling my playerObj that the conversation is done?
-I am assuming it would be something on Conversation Close, but I can't find a function like that when I looked


Screen Grabs:
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Tony Li
Posts: 21980
Joined: Thu Jul 18, 2013 1:27 pm

Re: NPC Dialog Continue Issues

Post by Tony Li »

Hi,

We're going to need some more info.

First, make sure you've set the Actor dropdown in all of your Dialogue Actor components.

> 1) conversation not continuing

Is the subtitle panel's text UI element updated with the next dialogue entry's text? Is the character showing the correct panel?


> 2) Entire NPCObj disappears at end of Conversation

What are you doing to deactivate GameObjects? Is the StandardUISubtitlePanel component perhaps on the main NPCObj? If so, can you put it on a child GameObject?


> 3) How to get a trigger once conversation is complete?

You could add a Dialogue System Events component. The second half of the Interaction Tutorials covers Dialogue System Events.
RetroVertigo
Posts: 55
Joined: Fri Apr 16, 2021 4:32 pm

Re: NPC Dialog Continue Issues

Post by RetroVertigo »

Hey Tony
Here are my updates:

I added a random actor name onto the dropdown. Do I have to have that for every NPCs? Still having the issues.

Is the subtitle panel's text UI element updated with the next dialogue entry's text? Is the character showing the correct panel?

I checked the MessageText and No, it is not updating in there:
Image

What are you doing to deactivate GameObjects? Is the StandardUISubtitlePanel component perhaps on the main NPCObj? If so, can you put it on a child GameObject?

I don't have anything set to deactivate a GameObject. I don't have anything in my code, and the StandardUISubPanel component is on the SubtitlePanel.
Image

Thanks for the link on Dialog System Events, I will check it out later and see if I can implement something with my code.
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Tony Li
Posts: 21980
Joined: Thu Jul 18, 2013 1:27 pm

Re: NPC Dialog Continue Issues

Post by Tony Li »

Hi,

Could the text thing be an issue where it's pointing to a prefab instead of a scene instance?

Can you send another reproduction project to tony (at) pixelcrushers.com?
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