Set Enabled On Dialogue Event

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marsoups
Posts: 3
Joined: Sat Dec 03, 2016 7:05 pm

Set Enabled On Dialogue Event

Post by marsoups »

Hello,

I've set my player up with the Set Enabled on Dialogue Script Event and added his character controller to FALSE on start and TRUE on end (Following the example found in the features demo)

For some reason it's not working, could this be related to the fact that my player is spawned at the beginning of the scene?

thanks,

Marcel
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Tony Li
Posts: 23260
Joined: Thu Jul 18, 2013 1:27 pm

Re: Set Enabled On Dialogue Event

Post by Tony Li »

Hello Marcel,

No, it's fine if your character is spawned.

Temporarily set the Dialogue Manager's Debug Level to Info. This will log a lot of information to the Console window when you play. Reproduce the problem. Check the Console window for a line similar to:

Dialogue System: Starting conversation '...'

Make sure the Actor and Conversant point to the correct GameObjects.

If that's not the issue, then another possibility is a "misbehaving" controller script. Some controller scripts don't observe their enabled property. In this case, you may need to handle it differently. The Dialogue System provides several methods to handle different types of controllers:
If that doesn't help, please let me know what controller you're using, or feel free to send an example project to tony (at) pixelcrushers.com. I'll be happy to take a look.
marsoups
Posts: 3
Joined: Sat Dec 03, 2016 7:05 pm

Re: Set Enabled On Dialogue Event

Post by marsoups »

Tony Li wrote:Hello Marcel,

No, it's fine if your character is spawned.

Temporarily set the Dialogue Manager's Debug Level to Info. This will log a lot of information to the Console window when you play. Reproduce the problem. Check the Console window for a line similar to:

Dialogue System: Starting conversation '...'

Make sure the Actor and Conversant point to the correct GameObjects.

If that's not the issue, then another possibility is a "misbehaving" controller script. Some controller scripts don't observe their enabled property. In this case, you may need to handle it differently. The Dialogue System provides several methods to handle different types of controllers:
If that doesn't help, please let me know what controller you're using, or feel free to send an example project to tony (at) pixelcrushers.com. I'll be happy to take a look.
I checked out the debug log and it seems to be referencing the correct characters. The dialogue fires properly it's only ignoring the deactivation of the controller script for some strange reason. There's also a half second freeze during the first time that the dialogue box comes up.

I'm going to take a look at using the Dialogue System Events. I'm using the Corgi Engine Controller, I noticed there is an example scene for the corgi engine. I will take a look at that and see if there's a solution.
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Tony Li
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Joined: Thu Jul 18, 2013 1:27 pm

Re: Set Enabled On Dialogue Event

Post by Tony Li »

Hi,

Corgi is one of those controllers that needs special handling. Use the script (ConversationZone) in the Corgi example from the Dialogue System Extras page. This script will also be included in Third Party Support in the next release of the Dialogue System.
marsoups
Posts: 3
Joined: Sat Dec 03, 2016 7:05 pm

Re: Set Enabled On Dialogue Event

Post by marsoups »

Tony Li wrote:Hi,

Corgi is one of those controllers that needs special handling. Use the script (ConversationZone) in the Corgi example from the Dialogue System Extras page. This script will also be included in Third Party Support in the next release of the Dialogue System.
Thanks,

Works with the conversation zone script.
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Tony Li
Posts: 23260
Joined: Thu Jul 18, 2013 1:27 pm

Re: Set Enabled On Dialogue Event

Post by Tony Li »

Happy to help!
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