Showing AND hiding invalid entries in the same conversation (?)
Posted: Sun Nov 12, 2017 8:22 am
Hello there,
I'm going like this...:
I'm showing invalid responses (for reasons) AND using an Em tag for them.
But I'd also like to hide responses that are related to already turned in quests. For example...:
"About Eri's task..." has a condition to be valid only if the related quest state is either 'success' or 'failure'...:
And it continues with several nodes in which the quest is turned in and reset (set to 'Unassigned') for the following day (repeatable):
Then, the last node returns to my conversation "hub" node, from which all the responses are (supposedly) evaluated again:
Now... if I don't do anything more, this is what happens the second time the responses are shown...:
The (now) invalid response is formatted according to Em1 tag settings.
All of this is the expected behavior, of course.
But thing is, in a situation like these I don't want those responses showing at all (in other cases I want them visible, yes...).
So I went and created a node before the responses hub, for calling this PlayMaker action...:
It sets 'Include Invalid Entries' to disabled:
So... my expectations were that for the remainder of the conversation (until I switch invalid responses on again, at the End node), the next responses evaluated as invalid would not be shown to the player... but they still are shown.
Am I doing something wrong here? Is this even possible...?
Please, note that in other parts of the conversation tree (outside the shown 'Hub') I'll need to show invalid responses always, so I'm afraid I can't use anything that overrides settings for the whole conversation...
Thank you for your time!
I'm going like this...:
I'm showing invalid responses (for reasons) AND using an Em tag for them.
But I'd also like to hide responses that are related to already turned in quests. For example...:
"About Eri's task..." has a condition to be valid only if the related quest state is either 'success' or 'failure'...:
And it continues with several nodes in which the quest is turned in and reset (set to 'Unassigned') for the following day (repeatable):
Then, the last node returns to my conversation "hub" node, from which all the responses are (supposedly) evaluated again:
Now... if I don't do anything more, this is what happens the second time the responses are shown...:
The (now) invalid response is formatted according to Em1 tag settings.
All of this is the expected behavior, of course.
But thing is, in a situation like these I don't want those responses showing at all (in other cases I want them visible, yes...).
So I went and created a node before the responses hub, for calling this PlayMaker action...:
It sets 'Include Invalid Entries' to disabled:
So... my expectations were that for the remainder of the conversation (until I switch invalid responses on again, at the End node), the next responses evaluated as invalid would not be shown to the player... but they still are shown.
Am I doing something wrong here? Is this even possible...?
Please, note that in other parts of the conversation tree (outside the shown 'Hub') I'll need to show invalid responses always, so I'm afraid I can't use anything that overrides settings for the whole conversation...
Thank you for your time!