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Narrator NPC dialogue in actionlist issue

Hi,

I have an action list called 'NoToyChest. that is called if you haven't yet picked up the toy chest and is used across scenes. However, one of the dialogues is called from the NarratorNPC who is only present in scenes as is a prefab. So the problem is, it crashes if trying to call the Narrator NPC from a previous scene rather than the current one. Would I drag the prefab of the Narrator NPC into the dialogue? Or is there another way to make sure this works?

https://www.dropbox.com/sh/2xlsf01cctqtq9v/AACH05S2hGPo7tDfsvU3q1EAa?dl=0

Comments

  • AC considers any speech without a character to be "narration". Is this NarratorNPC's purpose to provide audio? It's possible for a speech line to have audio even if no character is assigned - the speaker should get listed in the Speech Manager as "Narrator" once gathered, provided no speaker or Constant ID is assigned in the Action.

    If an Action does have a speaker, however, then audio is played from that character - which must be present in the scene. If you rely on the Action as you are now, you will need to place a copy of the NPC prefab in any scene that it can be played from.

  • Ok great,:9 for it to be seen as Narrator,can I still dress the subtitle menu for it?
  • Narration dialogue will be displayed in a Subtitles menu. If you want it to appear differently, you can create a second Subtitles menu and set its For speakers of type property to Narration Only.

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