If the first (same UI elements), try setting the subtitle panel's Visibility dropdown to Only During Content. If the second (different UI elements), set up a separate subtitle panel for each speaker. Assign them to the Standard Dialogue UI component's Subtitle Panels list, and make a note of each one's element number (aka panel number).
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WhatsApp: +86 18221755073Hello, Without doing below three methods, 1. SetPanel("Narrator", 4) in the dialogue node everytime 2. [panel=4] in front of dialogue line for every node 3. Putting a line of code in OnConversationStart's callback, PlaySequence("SetPanel("Narrator", 4)") everytime I start conversation, Is there a way to just set a specific panel for an actor permanently so I don't …
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WhatsApp: +86 182217550731. Remove PC Subtitle Panel. 2. Rename NPC Subtitle Panel to just Subtitle Panel. 3. Remove the empty/missing element from the Basic Standard Dialogue UI's StandardDialogueUI > Conversation UI Elements > Subtitle Panels list. 4. Assign Subtitle Panel to the Default PC Subtitle Panel field.
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WhatsApp: +86 18221755073The easiest way is to make a copy of the actor, and set its Is Player checkbox true. Assign it to the response nodes. You can make it look just the non-player copy of the actor by using the same Display Name and portrait image(s).
WhatsApp: +86 18221755073setting the specific panel for actor permanently. without calling SetPanel("NameA", 3) on conversation start Announcements, support questions, and discussion for the Dialogue System. 4 posts • Page 1 of 1
WhatsApp: +86 18221755073Suppress Pause Panel in Intro Scene Post by Arctichorse9 » Wed Oct 23, 2024 6:48 am I have an Intro Scene after the Start Scene (Main Menu scene) that leads to the first playable scene in the game.
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WhatsApp: +86 18221755073To tell an actor to use a specific panel, add a Dialogue Actor component to the actor's GameObject, and set the Subtitle Panel Number field: dialogueActorPanel.png If you only want to use a different panel for a single dialogue entry node, include a [panel=#] markup tag in the node's Dialogue Text.
WhatsApp: +86 18221755073What is actually happening is that on start the "NPC Subtitle Panel" is shown (we dont actually see it since it is inside the "Dialogue Panel") Then after 2-3 seconds the "Dialogue Panel" is shown. You do not have the required permissions to view the files attached to this post.
WhatsApp: +86 18221755073Adding the configuration to first call the close method on the pause panel worked, getting rid of the issue of both panels disputing inputs. However, when I close the quest log with the "Cancel" button, it comes back to the pause menu and the game unpauses with it open, letting me move the player character while still navigating the menu.
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WhatsApp: +86 18221755073Our {{default}} sequence waits for the Subtitle panel to open (I have Sequencer.Message("SubtitleOpened")) to make sure the panel is open before dialogue starts. But if I pause the game as the panel is opening, then the message hits the Sequencer when it's paused and so the message is discarded hanging the game.
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WhatsApp: +86 18221755073Hi, A dialogue entry's Sequence plays immediately after the entry has been shown in a subtitle panel. However, the entry's Script field, and any scripts with OnConversationLine methods, run before showing the entry in a subtitle panel. If you want to use the Script field, you can register a C# method with Lua that calls DialogueManager.standardDialogueUI.
WhatsApp: +86 18221755073In the dialogue system that I want to do. There should be a history of dialogues, in turn, then NPC subtitle panel, then PC subtitle panel (after clicking on the answer button). Of all the examples, SMS dialogue UI suits me the most because it creates separate blocks of text with a character image. Copies of the subtitle panel.
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WhatsApp: +86 18221755073Hi, That package is no longer needed. One of the main reasons behind the Standard Dialogue UI is to make it easier to work with panels. To tell an NPC to use a specific subtitle panel, add a Dialogue Actor component to the NPC's GameObject and set Dialogue UI Settings > Subtitle Panel Number. To override this in a conversation, use the SetPanel() …
WhatsApp: +86 18221755073The admin panel does not pop up in private facility servers, instead it just spits errors. Device: PC Steps to replicate: Create and join your own private server in facility, then try to access the admin panel (I do not have it purchased btw, if that is of any help). Video below.
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WhatsApp: +86 18221755073Therefore I'm trying to find a way to make the Opacity Panel only visible while there is a conversation with other actors that are using panels 0 or 2. If not actors are involved in the conversation, the Opacity Panel must be off. Only panel 0 …
WhatsApp: +86 18221755073In my screenshot above, the Response Menu Panel is separate from the Text Panel. The Response Menu Panel is selected, so its Standard UI Menu Panel is shown in the Inspector view on the right side of the screenshot. Its OnOpen() event hides only the Text Panel by deactivating it. Its OnClose() reactivates the Text Panel.
WhatsApp: +86 18221755073When the dialogue comes up with a character who last spoke with the previeous panel then both panels show up. With previous panel having the old dialogue text. So, for example: NPC 1: Dialogue shown in Panel 1 NPC2: SetPanel to panel 2 sequence command NPC2: Shows only panel 2 NPC1: Shows both panel 1 and panel 2. The panel 1 has old …
WhatsApp: +86 18221755073Hello. I have maybe a little strange task. So i need two active menu panel at the same time. The question is how can i activate second panel at specific moment and deactivate when chose has done. And is there a way to mark somehow my response dialogue entry to program know which one send to first menu panel and which to the second. Is it possible?
WhatsApp: +86 18221755073Is it possible to keep a panel open after a conversation has ended? I've got a "doctor" minigame where a patient approaches and says what's wrong. I'd like the panel to remain on screen until the treatment is complete, but that takes a while and I want the player to be able to reference the text. It'll only ever be a single dialgoue cell.
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WhatsApp: +86 18221755073Been messing around with hiding panels for cutscene purposes and I was using a Conversation to allow the player to sit for a while before getting back up. I wanted to hide the dialogue panel while they sit using HidePanel, and then press the continue button to get back up, but of course hiding the dialogue panel disables the continue button.
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