2D Bark Adventure Creator Problem

Announcements, support questions, and discussion for the Dialogue System.
Post Reply
ReimG
Posts: 10
Joined: Sat Aug 13, 2016 8:27 pm

2D Bark Adventure Creator Problem

Post by ReimG »

Hi,

I use Adventure Creator with Dialogue System and I have a problem, because barks invoked using AC Action are visible during conversations. Is there a way to hide them or not invoke them during conversations? Also Is there a way to play barks in sequence from AC Action just like from BarkTrigger?

Also there is another problem. When player is near left or right side of the screen a text of a bark just doesn't fit. I can write a script to make a text fit, but I was wondering if it isn't implemented in Dialogue System already.
Image
User avatar
Tony Li
Posts: 22108
Joined: Thu Jul 18, 2013 1:27 pm

Re: 2D Bark Adventure Creator Problem

Post by Tony Li »

Hi,
ReimG wrote:I use Adventure Creator with Dialogue System and I have a problem, because barks invoked using AC Action are visible during conversations. Is there a way to hide them or not invoke them during conversations?
Yes, on the BarkTrigger component untick the Allow During Conversations checkbox.
ReimG wrote:Also Is there a way to play barks in sequence from AC Action just like from BarkTrigger?
Yes, there is a Third Party: Dialogue System Bark action.
ReimG wrote:Also there is another problem. When player is near left or right side of the screen a text of a bark just doesn't fit. I can write a script to make a text fit, but I was wondering if it isn't implemented in Dialogue System already.
Image
Sorry, it's not already implemented. I'll add it to the roadmap. Until then I'm afraid you'll have to write your own script.
ReimG
Posts: 10
Joined: Sat Aug 13, 2016 8:27 pm

Re: 2D Bark Adventure Creator Problem

Post by ReimG »

Hi,

Thanks for the quick response, but in the first part, I know that the BarkTrigger component has AllowDuringConversation checkbox and also that there is a Third Party: Dialogue System Bark Action. My question was how to make barks played from Third Party: Dialogue System Bark Action invisible during conversations and how to play them in sequence (I don't see any of that in the action).

Image
User avatar
Tony Li
Posts: 22108
Joined: Thu Jul 18, 2013 1:27 pm

Re: 2D Bark Adventure Creator Problem

Post by Tony Li »

Hi,

There's an updated Adventure Creator Support package on the Dialogue System Extras page. It adds these features:
  • Dialogue System Bark action: Has a new checkbox to specify whether barks can display during conversations or not.
  • Dialogue System Check Conversation Active: Checks if a Dialogue System conversation is active.
For your question:
ReimG wrote:My question was how to make barks played from Third Party: Dialogue System Bark Action invisible during conversations and how to play them in sequence (I don't see any of that in the action).
do you mean you want a character (or multiple characters) to play one bark after another in a sequence, where the next bark starts as soon as the previous one is finished? If so, I recommend running it as a conversation using a Bark Dialogue UI to display the lines through the characters' bark UIs. To set this up:

1. Add a Bark Dialogue UI component to one of the characters.

2. Add an Override Dialogue UI to the character, and assign the Bark Dialogue UI to the UI field.
ReimG
Posts: 10
Joined: Sat Aug 13, 2016 8:27 pm

Re: 2D Bark Adventure Creator Problem

Post by ReimG »

Thank you so much :D. This is exactly what I meant.
Post Reply