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Staying on "talkcam" for conversation

After an introduction dialogue my NPC go's to a conversation, option the uses can choose.
So my Asset List goes
Camera crossfade (to show a closeup of NPC)
Pause
Dialogue Play Speech ( to show subtitle and Mouth anim)
Object visibility (to remove the trig that caused the asset file to fire)
Dialogue Start Conversation (which specifies the conversation file for the multiple choice)

However, at the Dialogue Start Convo it switches back to the Game Cam (although still clocked) I want to stay on the closeup cam till this whole exchange is finished (might be a few more branching trees of conversation.)

First why does it do this when I dont explicitly tell it to, and how can I get this to happen?

Mark

Comments

  • A conversation is considered gameplay, so when in First Person it will revert to the regular gameplay camera.  I will consider making this optional in the next release, but in the meantime you can prevent this from happening by temporarily changing your game's Movement method to None, but using the Engine: Manage systems Action, and using it again afterwards to set it back to First Person.
  • Thanks for the hint
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