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Dialogue not running in background and instead pausing player

I have a cutscene which used to run perfectly, where two NPCS would run a dialogue loop in the background not interrupting play. With my cutscene set to run in background.

However, without seeming to have changed anything the dialogue now interrupts play and the player needs to click to skip the dialogue.

See screenshots:


Is  there something I'm missing here?

Comments

  • In what version of AC?  Did this occur after an upgrade?  Are any other ActionLists / Cutscenes running at the same time?
  • Latest update, so yeah, would have happened after last update. V154C.

    Just animation loops running.
  • Again, are any other ActionLists or Cutscenes running at the same time?  I can't reproduce your issue with a looping background chain of dialogue.  You can see what's running, and the current game state, by checking List active ActionLists in Game window? at the bottom of the Settings Manager.
  • There are two other cutscenes that run in the background.

    Lightbulb Fizz is a loop

    As is Carlton Drink Loop

    They are both set to Run In Background

    See new screenshots in folder:



  • In what way, specifically, is it pausing the player?  Does the Player prefab stop walking, cursor disapear, etc?   Your Inventory menu is still showing - is it set to appear During Gameplay or Manual?

    Discount the other two by temporarily disabling them - when "AutoCarltonChat" runs by itself, what is the effect?
  • Sorry, I wasn't quite clear enough before, the dialogue running in the background needs right clicking away before your payer can move, something which didn't happen before the update.

    I tried disabling the cutscenes and the problem still persists.


  • Uncheck Subtitles during gameplay can also be skipped? in the Speech Manager.  I don't know how old your previous version of AC was, but skipping background speech is now a separate option.
  • Hi Chris, this means that all conversation will be non right clickable to skip, as I liked that feature. 

    Before, I was able to have this dialogue running in the background and for the player to right click player dialogue?
  • You can still skip it, but you can't then move the player / interact with Hotspots with the same click - otherwise you'll get the player giving unintentional commands when they're just trying to skip the dialogue.
  • OK, so how do I get it back to how it was before? I want to be able to right click all dialogue, players and NPC's. But in this one scene, I want the dialogue loop between two NPC's to just play in the background so the player can move around and interact with hotspots.

    This was how I had it originally set up, but since an update this is now not possible?
  • What have you got set up in terms of your "SkipSpeech" input?  What's that mapped to?
  • Sorry, where do I find that?
  • edited December 2016
    No, in Unity's Input Manager.  It's listed in your "Available inputs" box in the Settings Manager.  Try creating a new Input named "SkipSpeech" and map it to your "mouse 1" button.
  • Ok, I've done this Chris, now what do I do to so i have in this one scene, the dialogue loop between two NPC's to just play in the background so the player can move around and interact with hotspots.
  • Ok so I’ve worked out that choosing a different key allows this to work. But what does one jnoutfie double click in input manager??
  • But what does one jnoutfie double click in input manager??

    Sorry, could you rephrase that?
  • Haha! sorry

    If I want to use double click in input manager as my SkipSpeech, want is the correct syntax. Thanks!
  • Unity's Input Manager doesn't cater for the specific type of input, e.g. a double-click vs a single.

    You'd need to implement a custom input override for the InputGetButtonDownDelegate (see the Manual's "Remapping inputs" chapter as well at this tutorial).

    Essentially you'd need to check if the axis's name is "SkipSpeech", and only return "true" if the player is currently double-clicking, i.e.:

    void Start ()
    {
      AC.KickStarter.playerInput.InputGetButtonDownDelegate = MyGetButtonDownOverride;
    }

    bool MyGetButtonDownOverride (string axisName)
    {
      if (axisName == "SkipSpeech")
      {
        // Only return "True" if double-clicking, see the Unity forums for examples
      }
      return Input.GetButtonDown (axisName);
    }

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