Bark Trigger

Component > Dialogue System > Trigger > Bark

The Bark Trigger component makes an actor bark when the specified trigger occurs.

Properties

Property Function
Once Bark once and then destroy this component
Conversation The title of the conversation that contains the bark lines
Condition The Trigger Conditions required for the trigger to fire
Skip If No Valid Entries If ticked, don't fire the trigger if no entries have Conditions that are true
Conversant The speaker of the bark. In unassigned, defaults to the component's GameObject
Bark Order Specifies whether to bark the lines in the conversation in sequential or random order or the first valid entry
Allow During Conversations If ticked, the trigger may fire even when a conversation is active
Cache Bark Lines Only evaluate Conditions when the NPC is first enabled, and always use the resulting list of entries (an optimization option for slow devices)
Target The actor to whom the bark is directed.
Trigger The trigger that causes the bark to happen

Details

This component makes an actor bark when a trigger condition occurs. The actor (assigned to the Conversant property) must have a Bark UI.

To make the NPC greet the player with a bark when used, set Trigger to OnUse and add a Usable component to the NPC.

When an actor barks, it sends "OnBarkStart", "OnBarkLine", and "OnBarkEnd" messages to the Conversant and Target. See Script Messages for more details.

Note that the NPC will not bark if you're using Bark Priority Values and the NPC is currently barking a higher priority line.


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