Start a Dialogue tree from a Behaviour tree, how?

Forums 💬 NodeCanvas 🗨️ General Discussion Start a Dialogue tree from a Behaviour tree, how?

Viewing 3 posts - 1 through 3 (of 3 total)
  • Author
    Posts
  • #14174
    pixrael777
    Participant

      What is the right way to start a Dialogue tree from a FSM/Behaviour tree/Dialogue tree?
      I know in a FSM/Dialogue Tree/Behaviour tree there is a task in Action > Dialogue > Start dialogue tree, but when I try to add a dialogue tree it just doesnt take it.

      To start a behaviour tree it does work good, from a FSM/Dialogue tree/Behaviour tree there is an tast in Utility > Control Graph Owner and you can use the method start Behaviour, stop behaviour or pause behaviour.

      There is a way to start the dialogue tree from a FSM/Dialogue Tree/Behaviour tree and is by using an object with a script, so the script added to the object invoke an UnityEvent that starts the dialogue tree but I think it is not the right way and I have to manually check when the dialogue have finished (by adding wait actions with seconds) because with this way there is no “Wait Action Finish” bool paramater.

      #14176
      Gavalakis
      Keymaster

        Hello,

        Like the help text of the “Start Dialogue Tree” action reads (shown in the image as well) 🙂 :
        “Please Drag & Drop the DialogueTree Component rather than the GameObject for assignment” 🙂

        So, please don’t try to assign the DialogueTree reference by dragging and dropping the Dialogue Tree gameobject, but rather drag & drop the DialogueTree component itself after you have selected the Dialogue Tree gameobject.

        Let me know if this works for you.

        #14175
        pixrael777
        Participant

          Thanks a lot Gavalakis, it works xD

        Viewing 3 posts - 1 through 3 (of 3 total)
        • You must be logged in to reply to this topic.