Dialogue System Trigger

Component > Dialogue System > Trigger > Dialogue System Trigger

The Dialogue System Trigger component can perform many Dialogue System functions when a triggering event occurs.

Properties

Property Function
Trigger The trigger that causes this component to fire
Reference Database The dialogue database to use when setting up this component. If this isn't the Dialogue Manager's Initial Database, you must remember to load it (e.g., using Extra Databases)
Condition The conditions that must be true for the component to fire
Action The actions to run when the component fires

Condition

Condition Property Function
Lua Conditions Any Lua expressions added to this section must be true
Quest Conditions Quests must be in the specified states
Accepted Tags Only GameObjects with one of the specified tags may trigger this component. If the list is empty, any GameObject can trigger it
Accepted GameObjects Only these GameObjects may trigger this component. If the list is empty, any GameObject can trigger it

Action

Action Property Function
Only Once Fire once and then destroy this component
Start Conversation Start a conversation. See How GameObjects Are Associated With Conversations for important information about how GameObject are associated in conversations
Bark Bark a one-liner
Play Sequence Play a cutscene sequence
Set Quest State Set a quest's state and/or quest entry state
Run Lua Code Run Lua code
Show Alert Show a gameplay alert
Send Messages Send arbitrary messages to GameObjects. Useful to send "OnUse" to other triggers that listen for "OnUse"

Details

This component can perform many of the Dialogue System's functions when triggered.

Actions are executed in this order:

  1. Set Quest State
  2. Run Lua Code
  3. Play Sequence
  4. Show Alert
  5. Send Messages
  6. Bark
  7. Start Conversation

If an action section is not defined (for example, if the Start Conversation section's Conversation field is blank), that section is skipped. For more information about conversation participants, see How GameObjects Are Associated With Conversations.


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