Fallback until all options have been selected, then continue

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LostTrainDude
Posts: 61
Joined: Wed Mar 21, 2018 2:14 pm

Fallback until all options have been selected, then continue

Post by LostTrainDude »

Hi! I hope I didn't miss something in the tutorials and the documentation!

Given this structure as an example:
Image

Is it possible to:

1) "Disable" each dialogue choice after it has been selected
2) Fallback to the others still available
3) Once all other choices are not available anymore, move over to node B4?

Without creating a local variable for each node, then links back to the HUB and having, basically, to turn the structure into something like this?
Image

I'm not complaining! :) It's just that I would like to know if there is a simpler-looking way to do this.
While this looks pretty tidy now, on more branching conversations I have the feeling it can get more confusing!

Thanks in advance!
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Tony Li
Posts: 21061
Joined: Thu Jul 18, 2013 1:27 pm

Re: Fallback until all options have been selected, then continue

Post by Tony Li »

Hi,

You can use SimStatus. Here are the steps:

1. Inspect the Dialogue Manager. Tick Include SimStatus.

2. Inspect the player responses 1, 2, and 3. Set their Conditions fields to:

Code: Select all

Dialog[thisID].SimStatus ~= "WasDisplayed"
You can use the "..." dropdown menus to do this without having to type anything. The keyword "thisID" is a special value that represents this dialogue entry node's ID.

3. Inspect 4. Assuming the dialogue entry nodes 1, 2, and 3 have IDs 2, 3, and 4, set its Conditions field to

Code: Select all

Dialog[2].SimStatus == "WasDisplayed" and 
Dialog[3].SimStatus == "WasDisplayed" and 
Dialog[4].SimStatus == "WasDisplayed"
You can look up a dialogue entry node's ID by inspecting it. The inspector will show the ID number.
LostTrainDude
Posts: 61
Joined: Wed Mar 21, 2018 2:14 pm

Re: Fallback until all options have been selected, then continue

Post by LostTrainDude »

Thank you, Tony! I will look into it!
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