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
Set Enabled On Dialogue Event
Re: Set Enabled On Dialogue Event
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:
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 you're using a product that has third party integration, import the support package and use its methods to handle the controller.
- Or add a script that has OnConversationStart and OnConversationEnd methods. (Or equivalent events for visual scripting systems like PlayMaker.)
- Or add a Dialogue System Events component and assign event handlers to the On Conversation Start and On Conversation End events.
Re: Set Enabled On Dialogue Event
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.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.
- If you're using a product that has third party integration, import the support package and use its methods to handle the controller.
- Or add a script that has OnConversationStart and OnConversationEnd methods. (Or equivalent events for visual scripting systems like PlayMaker.)
- Or add a Dialogue System Events component and assign event handlers to the On Conversation Start and On Conversation End events.
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.
Re: Set Enabled On Dialogue Event
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.
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.
Re: Set Enabled On Dialogue Event
Thanks,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.
Works with the conversation zone script.
Re: Set Enabled On Dialogue Event
Happy to help!