How to (effectively) change a dialogue entry field at runtime?
Posted: Fri Feb 16, 2018 12:32 pm
Hi there,
I'm been unsuccessfully looking for this in the forum and the documentation, even though it must be something someone must have asked before, so sorry if that's already been explained.
I need to be able to change a dialogue entry field value at runtime. My use case is the following...
I have a node that has outgoing links to a lot of player response nodes, each of them checking a condition to be declared valid or invalid. I also have 'Show Invalid' field in each of them, that overrides the normal behavior of showing or not showing invalid responses (see this thread).
I also have these settings...:
So every response, as long as it doesn't have 'Show Invalid' field to False, always is shown.
This is working fine, but now I'd want to further customize my dialogue responses...
Let's say I have six player responses. Each of them represents a full dialogue branch with that NPC and they're meant to be selected in order. When the second one is completed successfully (with a Quest Entry set to success) the third one is considered valid.
Until now, to avoid spoilers, I've set those responses 'Show Invalid' field to False, so they don't get shown until the player could actually click on them. But now I'd like that the next dialogue branch in the sequence is unhidden even being invalid at that moment, while the rest of them remain hidden.
In other words: I'd like the player to know about the next conversation choice with that player before they could actually select it, but only the next one in the sequence, not the rest.
So I guess I'd need to change those response nodes 'Show Invalid' field from False to True at some point at runtime, right? But I don't know any LUA or sequence command that can do that...
Is this possible? Would the dialogue database need to be "refreshed" or something?
Thank you!
I'm been unsuccessfully looking for this in the forum and the documentation, even though it must be something someone must have asked before, so sorry if that's already been explained.
I need to be able to change a dialogue entry field value at runtime. My use case is the following...
I have a node that has outgoing links to a lot of player response nodes, each of them checking a condition to be declared valid or invalid. I also have 'Show Invalid' field in each of them, that overrides the normal behavior of showing or not showing invalid responses (see this thread).
I also have these settings...:
So every response, as long as it doesn't have 'Show Invalid' field to False, always is shown.
This is working fine, but now I'd want to further customize my dialogue responses...
Let's say I have six player responses. Each of them represents a full dialogue branch with that NPC and they're meant to be selected in order. When the second one is completed successfully (with a Quest Entry set to success) the third one is considered valid.
Until now, to avoid spoilers, I've set those responses 'Show Invalid' field to False, so they don't get shown until the player could actually click on them. But now I'd like that the next dialogue branch in the sequence is unhidden even being invalid at that moment, while the rest of them remain hidden.
In other words: I'd like the player to know about the next conversation choice with that player before they could actually select it, but only the next one in the sequence, not the rest.
So I guess I'd need to change those response nodes 'Show Invalid' field from False to True at some point at runtime, right? But I don't know any LUA or sequence command that can do that...
Is this possible? Would the dialogue database need to be "refreshed" or something?
Thank you!