diff --git a/Content/scripts/character_controller/character_controller.lua b/Content/scripts/character_controller/character_controller.lua index 7e3c3cd62..8198b992b 100644 --- a/Content/scripts/character_controller/character_controller.lua +++ b/Content/scripts/character_controller/character_controller.lua @@ -187,7 +187,7 @@ local function Character(model_scene, start_transform, controllable, anim_scene, end self.target_rot_horizontal = self.target_rot_horizontal + diff.GetX() - self.target_rot_vertical = math.clamp(self.target_rot_vertical + diff.GetY(), -math.pi * 0.3, math.pi * 0.4) -- vertical camers limits + self.target_rot_vertical = math.clamp(self.target_rot_vertical + diff.GetY(), -math.pi * 0.3, math.pi * 0.4) -- vertical camera limits end -- Blend to current mood, blend out other moods: @@ -586,7 +586,7 @@ local ResolveCharacters = function(characterA, characterB) humanoidB.SetLookAt(headA) local facing_amount = vector.Dot(characterB:GetFacing(), vector.Subtract(characterA.position, characterB.position).Normalize()) - if #characterA.dialogs > 0 and conversation.state == ConversationState.Disabled and facing_amount > 0.8 then + if characterA.dialogs ~= nil and #characterA.dialogs > 0 and conversation.state == ConversationState.Disabled and facing_amount > 0.8 then if input.Press(KEYBOARD_BUTTON_ENTER) or input.Press(GAMEPAD_BUTTON_2) then characterA:Turn(vector.Subtract(headB, headA):Normalize()) conversation:Enter(characterA)