Two menu panels
Two menu panels
Hello. I have maybe a little strange task. So i need two active menu panel at the same time. The question is how can i activate second panel at specific moment and deactivate when chose has done. And is there a way to mark somehow my response dialogue entry to program know which one send to first menu panel and which to the second. Is it possible?
Re: Two menu panels
Hi,
Can you post a mock-up or sketch of what you want it to look like?
Can you post a mock-up or sketch of what you want it to look like?
Re: Two menu panels
The idea is to have opportunity to ask advice from your companions before make an answer. Icons of
companions appears on the left side when time to answer has come. When you push one of icons the text of advice has to appear on subtitle panel. So i imagine that this side panel of icons can be just usual dialogue entries but they will be look like icons. But to make it i has to distinguish dialogue entries which has to became the icons from usual and show them on second menu panel.
I'm sorry, I'm not sure that im explaining it well.
I don't know maybe there is another way to achieve what i want
companions appears on the left side when time to answer has come. When you push one of icons the text of advice has to appear on subtitle panel. So i imagine that this side panel of icons can be just usual dialogue entries but they will be look like icons. But to make it i has to distinguish dialogue entries which has to became the icons from usual and show them on second menu panel.
I'm sorry, I'm not sure that im explaining it well.
I don't know maybe there is another way to achieve what i want
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- LLzk8XTNXnM.jpg (266.72 KiB) Viewed 178 times
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- Screenshot 2024-04-05 205025.png (132.83 KiB) Viewed 178 times
Re: Two menu panels
Hi,
Thank you for the screenshot. Here's an example scene:
DS_PositionedResponsesExample_2024-04-05.unitypackage
The dialogue UI is set up with these response buttons:
The response dialogue entries that are for advice text use [position=#] markup tags:
Thank you for the screenshot. Here's an example scene:
DS_PositionedResponsesExample_2024-04-05.unitypackage
The dialogue UI is set up with these response buttons:
The response dialogue entries that are for advice text use [position=#] markup tags:
Re: Two menu panels
Thanks a lot for you help. It's work well. I just don't understand what does this condition means:
Dialog[thisID].SimStatus ~= "WasDisplayed"
Dialog[thisID].SimStatus ~= "WasDisplayed"