No I didn’t have a Dialog ID. Can you show me the proper dialog struct that I’m supposed to have
set up because I had this instead in my dialog struct…
Speaker, (Text) Text, (text)
PortraitID, (integer)
Image, (texture 2d)
AudioStart Time, (float)
AudioFileID, (Integer)
Audio File, (Sound Wave)
Condition, (String)
Camera Flag, (Boolean)
FacialAnim, (Anim Sequence)
Dialogskip. (Boolean)
I started now adding the Picture ID Struct for the Dialog Pics and find I gonna run out of pins in the array soon for the pics… Because I think you can only have abt 256 or so pins in the array for blueprints… But I have got over 200 characters in my game because of the many systems and I aint even gone a quarter of the way down through my game script yet to dig all my characters out of the script to put into this array and already the array pins are filling up fast even though I don’t have all the pics to all my characters yet.
Here’s The Dialog Picture Array Struct:
I also wanted some of my NPC’s to beable to give back a random response that’s why I had set it up with a random integer so the array can pick out one row of text within the row range to display. I cycled the text only for NPC’s in the game who like to speak their own opinions and thoughts. Like when you greet an NPC and they say to you back at random, Hi how are you, or you step in the trigger again with them and they change their words to, Nice Day, isn’t it?. Or the say something else, But if I wanted only the same same text to display, then I would set both the ranges to the same row number. and not cycle it… So that’s how I was trying to set up the dialog. But the triggering of this array in Blueprints is glitchy because I used a sequence node to try to set it up with. So when I first step in the trigger nothing happens, but when I step through it several more times, then the text starts to soon display. So its kinna slow…
But that array I been using took a truckload of nodes just to try to read and display a row of text and play the audio file to the text. And I thought well this way will work only for games that use a small amount of dialog, but not like the Kotor Games that have tens of thousands of lines of dialog in it…
Size of the dialog in the game. (1 Segment is text that’s anywhere from 1-3 lines or a paragraph.) So Commander Marston Axle has 8k segments. Storm Transk his sidekick has almost 8k as well. Skynar Ship Pilot has 2k segments. Rex Titans Sun or Rex has 790 segments. Loana Shields has abt 4k of segments. Nosey Nella has 396 segments. William Smith 254 , T6unit (the Droid) has 608 Segments…
Project site:
And the rest of the game characters around 50 or less segments .So its like a Kotor Game with all the text
and characters… I need to find a better droid model as well.