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How running cutscene forcibly when conversation?

Unity Version is 2019.1.14f1 and AC is v1.69.2

Hello, everyone.

I want to run cutscene forcibly when conversation is running by all cost. I've known creating a cutscene at On variable change, under Scene Manage and then I've set some Boolean Variables like this image. Running a cutscene when 11 variables are true.

https://imgur.com/YihzHwv

I tested, but a cutscene ran after leaved conversation.

Can I run a cutscene while conversation? Or if it can, do I have to write a script?
(And sorry for bad English- I'm not a native English speaker. Difficult to explain about like this in English. )

Thanks!

Comments

  • AC's "Conversation" mode - the moment when dialogue options are displayed on-screen - is a separate game state. A Cutscene can run during this time - but it will, by default, exit the Conversation mode while it runs.

    You can stop the Cutscene from interrupting the Conversation by setting its When running field is set to Run In Background. I can't recreate an issue whereby the Conversation won't run until you exit the Conversation, though (I'm assuming you mean this is once you choose a dialogue option that ends it).

    If you can share more details about your method, in the form of screenshots, that may help to understand what's going on exactly.

  • Hi, Chris. Thanks for the comment!

    I tried to set Run In Background, then it ran during on the Conversation, literally. I couldn't find how to exit from Conversation automatically when the cutscene started. Or, maybe I could if I add Variable Check Actions one by one on the conversation under ActionList Editor, however it will take time and bit hard to fix the ActionList which is like Spaghetti code.

    https://imgur.com/CSHvHUs

    So I changed the method, stopped using Conversation and changed to use Interaction like these images, a very simple method, but unlike Conversation, all player don't have to exit from the conversation for watching the cutscene.

    https://imgur.com/MXK034N

    https://imgur.com/6JUWIKs

    Well... It's not a solution. It's a substitute, though, your advise was a great help! Thank you.

  • I couldn't find how to exit from Conversation automatically when the cutscene started.

    Is this ultimately what you're trying to achieve?

    The active Conversation can be manually exited through script with:

    KickStarter.playerInput.EndConversation ();
    

    You can hook this up to the OnBeginActionList custom event to have it trigger automatically when your Cutscene begins:

    using UnityEngine;
    using AC;
    
    public class ActionListEventTest : MonoBehaviour
    {
    
        private void OnEnable ()
        {
            EventManager.OnBeginActionList += OnBeginActionList;
        }
    
        private void OnDisable ()
        {
            EventManager.OnBeginActionList -= OnBeginActionList;
        }
    
        private void OnBeginActionList (ActionList actionList, ActionListAsset actionListAsset, int startingIndex, bool isSkipping)
        {
            KickStarter.playerInput.EndConversation ();
        }
    
    }
    

    Attach that to your Cutscene as a new component, and it should do the trick.

  • Wow, I'm surprised!

    Is this ultimately what you're trying to achieve?

    Yes, sorry for my lack of words.

    Thanks for your script! I've already done transferring like I said before, though, I'm glad to know how to exit from Conversation automatically. I will use your script at the next time.

    Thanks again :)

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