Re: Dialogue newbie - point-and-click interface
Posted: Sun Dec 29, 2024 4:12 pm
Thank for the suggestion - I looked at it, and while "Play On Enable" was unticked, I had "Wait One Frame Before Starting" TICKED. I un-ticked that and ran it again a few times and haven't encountered it, and it actually seems to be running smoother too.
Thanks again! Really loving this system, I got the Save System running as well and it's incredibly flexible.
One more question - I want to implement a sort of "insult swordplay" mechanic from Monkey Island, where you fight pirates by trading insults, and learning new ones from the ones you defeat.
Is it possible to use a Scriptable Object to hold new responses, and then have a Response Menu look at that SO database? Essentially just using a list[] of strings of responses. It would save me having to manually write each potential response for each individual fight, however, if this is out of the scope of Dialogue I totally get it.
Or, I wonder, can a Response Menu reference a list of text variables from within the Dialogue System? I know you can set up bools and other variables within Dialogue, but can you make a dynamic Response Menu from that?
What I've done for now with my test 'fight' is I have a set list of responses, and the one you 'learn' is locked off until you hear it from the enemy, at which point you can pick again from the same menu, but the list now shows the learned insult.
Thanks again! Really loving this system, I got the Save System running as well and it's incredibly flexible.
One more question - I want to implement a sort of "insult swordplay" mechanic from Monkey Island, where you fight pirates by trading insults, and learning new ones from the ones you defeat.
Is it possible to use a Scriptable Object to hold new responses, and then have a Response Menu look at that SO database? Essentially just using a list[] of strings of responses. It would save me having to manually write each potential response for each individual fight, however, if this is out of the scope of Dialogue I totally get it.
Or, I wonder, can a Response Menu reference a list of text variables from within the Dialogue System? I know you can set up bools and other variables within Dialogue, but can you make a dynamic Response Menu from that?
What I've done for now with my test 'fight' is I have a set list of responses, and the one you 'learn' is locked off until you hear it from the enemy, at which point you can pick again from the same menu, but the list now shows the learned insult.