Set Component Enabled On Dialogue Event

Component > Dialogue System > Trigger > On Dialogue Event > Set Enabled

Set Component Enabled On Dialogue Event sets components enabled or disabled when it receives a dialogue event message.

Properties

Property Function
Trigger The trigger event
Once Do this once and then destroy this component
On Start Conditions and components to set when the dialogue event starts (e.g., "OnConversationStart")
On End Conditions and components to set when the dialogue event ends (e.g., "OnConversationEnd")

Details

When an actor is in a conversation, you will often want to temporarily disable gameplay behavior until the conversation is done. This component can be configured to disable components when a conversation starts, and then re-enable them when the conversation ends.

You can use it for other dialogue events, too. For example, you could enable certain behavior only when an actor is barking.

How to Configure on Player

To configure Set Component Enabled On Dialogue Event on a player GameObject:

  1. Add a Set Component Enabled On Dialogue Event to the player.
  2. Set the Trigger dropdown to On Conversation.
  3. Expand On Start.
    • Set Size to 2.
    • Expand Element 0. Assign the player's SelectorFollowTarget component to the Target field. Set the State to False.
    • Expand Element 1. Assign the player's PController component to the Target field. Set the State to False.
  4. Expand On End.
    • Set Size to 2.
    • Expand Element 0. Assign the player's SelectorFollowTarget component to the Target field. Leave the State at True.
    • Expand Element 1. Assign the player's PController component to the Target field. Leave the State at True.

Whenever the player receives an OnConversationStart event, it will automatically do what's specified in On Start. Whenever the player receives an OnConversationEnd event, it will automatically do what's specified in On End. These events are sent automatically by the Dialogue System when conversations start and end.


<< Components