Silly title i know, but.. Getting some really sprawling dialogue set up now. And the conversation for a few NPCS are getting out of hand. Wondering best way to deal with this. I figured just start another CONVERSATION that it could go into, but what is then the best way to set this up with dialogue event trigger (did not see an event to handle this).
2.) Is there a way in conversation to check that a conversation line has happened to then enable access to another conversation branch, or is the way to do this with Variables?
Thanks as always
How to progress dialogue.
Re: How to progress dialogue.
You can link one conversation to another. Inspect a node in the first conversation. In the "Links To:" section, select "(Another Conversation)":DeidreReay wrote: ↑Mon Jan 24, 2022 7:39 pmSilly title i know, but.. Getting some really sprawling dialogue set up now. And the conversation for a few NPCS are getting out of hand. Wondering best way to deal with this. I figured just start another CONVERSATION that it could go into, but what is then the best way to set this up with dialogue event trigger (did not see an event to handle this).
A common way to set this up is to have the Dialogue System Trigger start an initial "hub" conversation. From there, after the player and NPC exchange pleasantries, the hub conversation can link to other conversations to talk about different topics.
Tip: Use forward slashes in conversation titles to group them into submenus. For example, conversations with Commissioner Gordon could be titled:
- NPCs/Gordon/Start
- NPCs/Gordon/Gotham At Night
- NPCs/Gordon/Penguin's Plan
- NPCs/Gordon/About Batgirl
If you need to do it in a lot of places, use SimStatus. If it's only a few, it may be more convenient to use Variables.DeidreReay wrote: ↑Mon Jan 24, 2022 7:39 pm2.) Is there a way in conversation to check that a conversation line has happened to then enable access to another conversation branch, or is the way to do this with Variables?
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Re: How to progress dialogue.
Okay so we can you have say a MAIN conversation with child nodes that lead to other topics and conversations. Thats great.. Now i tried to link from there to other "conversation Start" and it is not initiating a dialogue. Do i have to choose one of the conversation ID 1,2,3,4 etc. instead of start for this to work??? Since I seem to see sometimes a dialogue (after going through a few quests, and other conversations) For no reason not starting.
Trying to narrow it down, and figured setting up with a MAIN Hub may work better, but seeing same thing when we have too many Variables, or quests something bugs out on us..
Trying to narrow it down, and figured setting up with a MAIN Hub may work better, but seeing same thing when we have too many Variables, or quests something bugs out on us..
Re: How to progress dialogue.
Hi,
Link to another node, not <START>. Technically you can link to <START>, but the <START> node is usually assigned to the Player actor, so it will show up as a blank response menu button or a blank subtitle depending on your Dialogue Manager's Display Settings. Depending on those settings, you can change the <START> node's Sequence to let you link to <START>, but it's usually easier to just link to a different node.
Link to another node, not <START>. Technically you can link to <START>, but the <START> node is usually assigned to the Player actor, so it will show up as a blank response menu button or a blank subtitle depending on your Dialogue Manager's Display Settings. Depending on those settings, you can change the <START> node's Sequence to let you link to <START>, but it's usually easier to just link to a different node.
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- Posts: 93
- Joined: Wed Jan 22, 2020 1:20 pm
Re: How to progress dialogue.
Thank you and this is working really well.
Re: How to progress dialogue.
Glad to help!