for my game, I need different kind of dialogues to be displayed depending on the type of conversation that taken place.
For most cases, I will use my default dialogues box for general conversation.
but for other cases, I might want to use something like this.
My question is that how can I achieve something like this ? I'm thinking of creating a function that would replace the old dialogue box prefab with new one but I'm not sure how to do so
Using multiple dialogue prefabs
Re: Using multiple dialogue prefabs
Hi,
The easiest way is to make both UIs into subtitle panels in the same dialogue UI. Set their Visibility dropdowns to Until Superceded. Assign your default UI as the Default NPC Subtitle Panel and Default PC Subtitle Panel (e.g., panel 0).
When you actor(s) to use the alternate subtitle panel (e.g., panel 1), include "[panel=1]" in Dialogue Text or use the SetPanel(actorName, 1) sequencer command.
The easiest way is to make both UIs into subtitle panels in the same dialogue UI. Set their Visibility dropdowns to Until Superceded. Assign your default UI as the Default NPC Subtitle Panel and Default PC Subtitle Panel (e.g., panel 0).
When you actor(s) to use the alternate subtitle panel (e.g., panel 1), include "[panel=1]" in Dialogue Text or use the SetPanel(actorName, 1) sequencer command.