Monologues for PC's

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onealexleft
Posts: 1
Joined: Wed Apr 13, 2016 4:29 am

Monologues for PC's

Post by onealexleft »

I'm having difficulty trying to figure out how to create monologues for Playable characters.

Example scenario:
I've got a narrator NPC, then the player PC, and a 3rd NPC. the narrator starts. Then the PC says a few lines to themselves in sort of an "inner thought"/monologue. Then the PC starts talking to the 3rd NPC in a 'hub' like fashion.

Problem:
- I can't get the monologue portion to present itself like how the NPC narrator or 3rd NPC talk. Each 'dialog' entry simply gets put into a response button instead of in a subtitle box. If I could somehow make portions of the PC dialog act as if they are an NPC, I think that'd be ideal.

Things I've tried:
1. Show PC subtitles during line
2. setting the menu text to something non-descript like 'continue' and having the dialog come back.
3. creating a 4th 'NPC' which is just a clone of a PC character, but just tagged as non-playable.

#3 kind of works, but isn't ideal long term. I'm also using articy:draft to construct the dialogs if that would effect anything. I've gotten it somewhat working with #2 but the problem there is the subtitle text while "continue" button is up jumps back to the last NPC that spoke.

Am I missing something obvious here? Thanks!
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Tony Li
Posts: 22107
Joined: Thu Jul 18, 2013 1:27 pm

Re: Monologues for PC's

Post by Tony Li »

Hi,

Many developers handle it using #3, an actor named something like MonologuePlayer whose IsPlayer value is false.

Alternatively, if you untick the Dialogue Manager's Input Settings > Always Force Response Menu checkbox, then whenever the conversation encounters a single PC response it will immediately play it as a subtitle instead of showing a response menu. The conversation will only show a response menu if there are two or more responses to choose from. If you want to force a single response to appear as a response menu, you can put the "[f]" (force menu) tag in the Menu Text or Dialogue Text.
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