Setting up a follow-up dialogue

Announcements, support questions, and discussion for the Dialogue System.
Post Reply
AliceNW
Posts: 4
Joined: Mon Mar 11, 2024 6:25 am

Setting up a follow-up dialogue

Post by AliceNW »

Hi,
I am learning to use the Dialogue System, and I am having trouble with this, though I am guessing it must be quite simple.

I have two different conversations for a NPC in a scene, let's say convo1 and convo2.
I would like that when the player first speaks to the NPC, convo1 is triggered (this is working). Once convo1 has ended, if the player speaks to the NPC again, I would like to trigger convo2 instead.

So far, I have tried using a bool "HasConvo1Ran" and setting it to true in the last node of convo1 and then having a condition in the first node of convo2 that requires that "HasConvo1Ran" is true.
I also have two Dialogue System Triggers attached to the NPC, each with each of the conversations. I feels like I am missing a step somewhere.

Thanks in advance!
AliceNW
Posts: 4
Joined: Mon Mar 11, 2024 6:25 am

Re: Setting up a follow-up dialogue

Post by AliceNW »

Update: Nevermind, I figured it out :) It was much simpler than I was thinking.
I just made a second node from the start node of convo1 and set the bool check on each of the first nodes. If the bool is true, it follows the second node. So convo2 is unnecessary.
User avatar
Tony Li
Posts: 21678
Joined: Thu Jul 18, 2013 1:27 pm

Re: Setting up a follow-up dialogue

Post by Tony Li »

Hi,

You got it! It's the same process as in How To: Run a Conversation Only Once
Post Reply