Re: Ways to display new unlocked dialogue lines + ending bark on dialogue start
Posted: Mon Apr 26, 2021 2:41 am
Wonderful, thank you for looking into it! It works fine for me now as well.
I see - for prototyping purposes, the SimStatus works just fine!
I've tested the custom variable approach as well - however even with individual variables, the indicator is still displayed even for locked nodes. For example, NPC has dialogue option A available at the start, but the player can unlock the option B after a condition is met. The way I set it up was to create a variable for every dialogue option and have it set true when the option is selected. Is there a way to have the indicator count only "unlocked" options?
I thought that maybe there is a way to create variables at runtime so after the condition for option B was met, it would create the variable for the dialogue option? Or maybe have some kind of "Locked" variable to determine whether the indicator registers the dialogue option at all?
So far I've only managed to have it run for one NPC (while having the script attached to Dialogue Manager and SpriteRenderer on the NPC), is there a way to have it for more NPC? Having the indicator prefab for each NPC with SpriteRendered and script component didn't work.
I see - for prototyping purposes, the SimStatus works just fine!
I've tested the custom variable approach as well - however even with individual variables, the indicator is still displayed even for locked nodes. For example, NPC has dialogue option A available at the start, but the player can unlock the option B after a condition is met. The way I set it up was to create a variable for every dialogue option and have it set true when the option is selected. Is there a way to have the indicator count only "unlocked" options?
I thought that maybe there is a way to create variables at runtime so after the condition for option B was met, it would create the variable for the dialogue option? Or maybe have some kind of "Locked" variable to determine whether the indicator registers the dialogue option at all?
So far I've only managed to have it run for one NPC (while having the script attached to Dialogue Manager and SpriteRenderer on the NPC), is there a way to have it for more NPC? Having the indicator prefab for each NPC with SpriteRendered and script component didn't work.