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Dialogue without an NPC

Hi,

I have a character in a seperate scene in a treehouse, and then in another scene i have the tree itself. Before entering the treehouse scene I want to have dialogue coming out of the tree but without an actual NPC, how would I set this up so that on approaching the tree dialogue can be seen coming out of the tree?

Thanks!

Comments

  • Just attach the NPC script to an empty GameObject, and set the Animation engine to Custom.
  • This works great thanks, however, how do I ensure the dialogue is only by the tree and not featured in my game window wherever I am in the scene? (it's a very wide scene)

    Thanks
  • You can uncheck Always fit within screen? in the Subtitle menu's properties.
  • Thanks, is there a simple way to have a dialogue loop on start from the invisible NPC that isnt in on start or a trigger?
  • edited November 2015
    You don't have to place the Dialogue loop within the OnStart directly.  You can use the ActionList: Run and ActionList: Run in parallel Actions to reference a separate ActionList that contains the loops.  The latter allows you to run multiple ActionLists (or chain of Actions within the same one) at the same time.
  • thanks, any reason why i would be getting StackOverFlowException when I call my cutscene ONStart from my ActionList:Run that has a three dialogue loop?
  • I cant find the checkbox for always fit within screen in my subtitle menu.

    any chance you can show me on a screenshot?  lol

  • @jamesfootlight: That'll be an error meaning you're running things on a continuous loop without any delay, i.e. it's running all the Actions instantly.  Be sure to have a "Wait until finish?" or an "Engine: Wait" Action in there.

    @klarax: It was introduced in v1.48 - are you up to date?
  • No, 1.47.  Had a feeling it might be since wouldn't find it. 

    AC keeps getting better. Love it !  :D
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