Hi!
I started to extract texts for translations and found that I have to make a separate ActionList for each speech that needs to be translated so that the speech manager can extract it.
So I made a PlaySpeech_ActionList that takes another ActionList as parameter and runs it (it will later play some sound and/or toggle some menus).
I then made an ActionList with the player speech line for each item i a scene (see image) and on my HotSpots actions I call the PlaySpeech_ActionList with the item ActionLists a parameters (see image). During gameplay everything works fine.
After testing I run a Gather Texts command and only some (only one in the image) texts from the items action lists got gathered. Those that did received a Speech Manager ID (see image).
I tried this on different scenes, but only some of the items ActionLists got gathered and I can not figure out why those were gathered and others didn't.
Can you please point me where to look and troubleshoot this issue? Thanks!
Comments
https://www.dropbox.com/s/9og80b45y2c7qrx/gt.png?dl=0
My hunch is that this occurs because the Speech Manager does not currently scan the "Local parameter values" list for ActionList asset files - though I should be able to remedy this as part of the next update.
In the meantime, you can get them included by creating an unused Cutscene in your scene, that uses the ActionList: Run Action to reference your undetected asset(s).
https://www.dropbox.com/s/9og80b45y2c7qrx/gt.png?dl=0
I had the texts as local parameters and now I am changing everything to "hardcoded" texts inside Dialogue->Speech ActionLists. And the strange thing is that some texts got gathered and some didn't. In the image only Key_Use_Dialogue got gathered.
If gather text was able to gather some texts and some not...what could be the cause that those that got gathered were gathered?
Other than this particular case, are there other instances of ActionLists that should be picked up but aren't? How are they referred to in your project? Please post uncropped screenshots that follow the "path" to how they are called within your game - as well as your Speech Manager.
The first screenshot is the hotspot (calls interaction)
https://www.dropbox.com/s/e70l5orys6ceiat/ac1.png?dl=0
The second is the interaction (runs PlaySpeech ActionList)
https://www.dropbox.com/s/aznu1whndoc33dg/ac2.png?dl=0
The third is the PlaySpeech ActionList (runs provided ActionList)
https://www.dropbox.com/s/7eye4hnu9z4eb3x/ac3.png?dl=0
The fourth is the Key_Look ActionLists (ActionList parameter for PlaySpeech)
https://www.dropbox.com/s/j3te04lwfjo5vws/ac4.png?dl=0
In each screenshot you can see the Speech manager on the right.
I run the gather text a couple of times and some speech texts that were gathered disappeared from the list and some new speech entries got added.
I'll probably just reference all the item speech ActionLists from a dummy Cutscene as you suggested to avoid this nondeterministic behavior.
The images above show the same scenario you described earlier - which will be addressed in the next release.
https://www.dropbox.com/s/5yvac2gcx15fbly/speech1.PNG?dl=0
Each time I run gather text and export the CSV, some lines appear and some disappear but I get lost which ones change.
Thank you for the package, I'll look at it as soon as I can.