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Path, dialogue, pause issue

Hi, 

I have an NPC who OnStart walks along a path on a loop and and has three dialogue lines that are also on a loop. The dialogue happens as the NPC is walking along the path.

However, what I want to achieve is for the NPC to pause at each path node and then say his line, and then walk to the next node and then say the next line and so on. 

Also, I would like my NPC to stop animating when he reaches a node, as sometimes he is still walking.

I have my action list OnStart as this:

Character (NPC) move along path (loop)
Then three dialogue play speech
Then loop/link back to the start of the dialogue

Any ideas how to do this?

Thanks!

Comments

  • Use path nodes.  Rather than place the speech Actions within your OnStart Cutscene, you can run individual Cutscenes whenever a node is reached.  See the Path's Inspector for more.
  • Great works like a charm!
  • Hi,

    I have noticed that the speech still plays whilst the NPC is walking along the path and not at the node cutscene?

    When I use wait time, the speech is at the node, but I want this to play in the background so my player can move, when play in background is selected however, the NPC talks as he walks along the path and not specifically at the node.

    Any ideas?
  • Change the node Cutscene's When running property to Run In Background, so that it does not affect gameplay.  Then in the speech Action, make sure that Wait until finish? is checked.
  • Hi, there isn't a Wait until Finish? option, just Wait time offset in my Dialogue - play speech action in my cutscene
  • ok this works now anyhow thanks!
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