Edit dialogue at runtime. - In build. - For custom maps.

Announcements, support questions, and discussion for the Dialogue System.
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Mithrithnogg
Posts: 2
Joined: Mon Aug 05, 2024 3:58 am

Edit dialogue at runtime. - In build. - For custom maps.

Post by Mithrithnogg »

Hi. I'm working on an RTS - RPG multiplayer hybrid. It has a map editor. I want to add NPC's as well to the map editor.

I was wondering if it would be possible for me to write a script that will use an input field for players to write their own custom dialogue for those NPC's. And upload it on Steam Workshop for other people to play it.

Like modding but in the playable build. The map already works, but I don't know if this would be possible with the Dialogue System. I.e. If I need to create a second database or something like that, or how to go about it. Thanks in advance.
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Tony Li
Posts: 23255
Joined: Thu Jul 18, 2013 1:27 pm

Re: Edit dialogue at runtime. - In build. - For custom maps.

Post by Tony Li »

Hi,

Please see: How To: Create Dialogue Database At Runtime

Tip: You could also let users specify content to go in dialogue entries' Sequence fields (e.g., AudioWait() to play audio) and/or Script fields (e.g., a C# method registered with Lua that gives the player extra resources).
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