Hi Tony,
How do I reduce or speedup the typewriter effect from textanimator?
Also there's a slight issue with the usable of the npc not disabled even tho I have it in the dialogue system events.
Approach: Conversation but Bark UI only
Re: Approach: Conversation but Bark UI only
Hi,
If you're using Text Animator, inspect the Text Animator typewriter component (e.g., Typewriter - By Character) and reduce the Typewriter Wait values.
If the NPC isn't being affected by Dialogue System Events, make sure it's being used as the conversation's primary actor or conversant. Please see Character GameObject Assignments.
If you're using Text Animator, inspect the Text Animator typewriter component (e.g., Typewriter - By Character) and reduce the Typewriter Wait values.
If the NPC isn't being affected by Dialogue System Events, make sure it's being used as the conversation's primary actor or conversant. Please see Character GameObject Assignments.
Re: Approach: Conversation but Bark UI only
Hi tony,
I found the issue for why when conversation start it doesn't hide the usable, its because I made changes to the proximityselector to use StartConversation instead and I have made it dynamically swap the converastion's string via unity events.
If I use the trigger system instead, it works for hiding the UI but now I have no clue how to switch the conversation of the same npc for when an event is triggered. What is the solution to this?
I found the issue for why when conversation start it doesn't hide the usable, its because I made changes to the proximityselector to use StartConversation instead and I have made it dynamically swap the converastion's string via unity events.
If I use the trigger system instead, it works for hiding the UI but now I have no clue how to switch the conversation of the same npc for when an event is triggered. What is the solution to this?
Re: Approach: Conversation but Bark UI only
Hi,
Here are some ways you could do it:
1. Always start the same "hub" conversation. Within that conversation, use Conditions to branch to the actual conversation you want to play. This way all of your conversation logic is self-contained within the dialogue database.
2. Or make a subclass of DialogueSystemTrigger and override the DoConversationAction() method. Set the "conversation" property to the conversation you want to play, and then call base.DoConversationAction(actor). Use this subclass in place of DialogueSystemTrigger.
Here are some ways you could do it:
1. Always start the same "hub" conversation. Within that conversation, use Conditions to branch to the actual conversation you want to play. This way all of your conversation logic is self-contained within the dialogue database.
2. Or make a subclass of DialogueSystemTrigger and override the DoConversationAction() method. Set the "conversation" property to the conversation you want to play, and then call base.DoConversationAction(actor). Use this subclass in place of DialogueSystemTrigger.