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Is there any way to make the ActionList wait for a Conversation?

Hello! So far I've only used conversations with the "Override Options" checked, however, I believe my cutscenes can be much more organized if I keep the conversation options separate.

The problem is that the ActionList stops every time a Conversation is started, which, if unavoidable, ruins my plans.

My doubt is that there is a checkbox "Wait until finish?", in the Start Conversation action, but it doesn't seem to make any difference. I checked the action code and it looks like the "willWait" variable is not referenced in Run(), I was wondering if this option exists for some reason

I also want to know if there is any way to make the Cutscene start a Conversation without stopping, waiting, and continuing after the conversation is finished.

Comments

  • Welcome to the community, @Macahrio.

    the ActionList stops every time a Conversation is started

    The Wait until finish? option appears to be working on my end. What are your AC and Unity versions?

    Once checked, the Action should then display an output socket that you can hook other Actions into. These Actions should only run once the Conversation has run an option that has its When finished property set to Stop.

    If this appears to be the case, share screenshots of the ActionLists and Conversation's properties, and I'll try to spot what's wrong.

    I also want to know if there is any way to make the Cutscene start a Conversation without stopping, waiting, and continuing after the conversation is finished.

    If you want other Actions to run at the same time, you can precede the Dialogue: Start conversation Action with an ActionList: Run in parallel Action. This Action lets you split your list into multiple "chains" that can run alongside one another.

  • Thanks, Chris.

    I am using Unity 2021.3.25f1 and AC 1.77.3

    I think I figured out my problem: I've been putting the speeches in skippable cutscenes, but I don't want the movement to be skippable, so the player will know there was a conversation there, even if he chooses to skip it.

    Then the non-skippable ActionList runs and waits for the skippable Cutscene, which works fine. But if the skippable Cutcene starts a conversation, the Cutcene stops and the non-skippable ActionList continues.

    I will split the non-skippable ActionList in two, so the cutscene can call the second part of the ActionList when the conversation is over. It works but adds a complexity I didn't want.

  • Thanks for the detailed explanation.

    This kind of behaviour is down to the way Conversations inherently work by default. The Override options? checkbox was introduced partially to get around this with a more intuitive workflow.

    It's still possible to separate your responses into individual ActionLists even with the option checked - just have each be a Cutscene, and have each of the Dialogue: Start Conversation Action's outputs be set to Run Cutscene.

  • I think I can organize it in different ways depending on the situation.

    Thanks a lot for the help! :)

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