Newbie needing help!
Posted: Sun Jul 15, 2018 6:36 pm
Hello, I'm a student of game development, and I'm currently finishing a 3 month Unity course and working on my final project, which I decided it to be a Monkey Island like adventure. My teacher suggested trying this system for it, so I'm trying to learn to use it, and it's really an amazing system! pretty much overkill for what I need right now. But since I'm still very new to programming, I'm really lost in what to do now, and can't quite piece together how to do what I need.
For doing the tutorials I learned to make a simple dialogue like in the quick start one, and I already adapted that to my game. But there are still some basic functions I can't quite find, so I would greatly appreciate if someone could guide me a little bit.
Right now, I just need these things:
-How to make a different dialogue for the second time you speak to an NPC. I already know how to "make it" but I can't make it so that one triggers after the first one... (EDIT: Ok I figured this one out using the "only once" and "Exclusive" options of the script, I guess there are better ways to do this... but for some reason these scripts aren't opening in Visual Studio, so I can't add an if or something to trigger them...)
-How to trigger other stuff to happen when certain dialogue appears, what I mean by this, is, for example, I plan to make a very simple inventory system, so if my character has a certain item, he can give it to an NPC and the story continues. So basically I would need the NPC to hand an item to the character after a certain dialogue, but I can't really find how to put that there... same for animations, I have some ready to make things like, when the NPC says "No" an animation of him shaking his head triggers, the same could work for dialogue.
-How to make certain dialogue options appear only when fulfilling criteria, for now, I'll go simple with the inventory stuff, so I just wanted some dialogue options to stay hidden until the player has a certain item in the inventory. So I guess a bool could work, when my character has that item, the bool is true and a new option appears in the conversation tree saying something like "give item" and that would move the story forward.
sorry that this is all very basic, I would really appreciate the help! thanks!
For doing the tutorials I learned to make a simple dialogue like in the quick start one, and I already adapted that to my game. But there are still some basic functions I can't quite find, so I would greatly appreciate if someone could guide me a little bit.
Right now, I just need these things:
-How to make a different dialogue for the second time you speak to an NPC. I already know how to "make it" but I can't make it so that one triggers after the first one... (EDIT: Ok I figured this one out using the "only once" and "Exclusive" options of the script, I guess there are better ways to do this... but for some reason these scripts aren't opening in Visual Studio, so I can't add an if or something to trigger them...)
-How to trigger other stuff to happen when certain dialogue appears, what I mean by this, is, for example, I plan to make a very simple inventory system, so if my character has a certain item, he can give it to an NPC and the story continues. So basically I would need the NPC to hand an item to the character after a certain dialogue, but I can't really find how to put that there... same for animations, I have some ready to make things like, when the NPC says "No" an animation of him shaking his head triggers, the same could work for dialogue.
-How to make certain dialogue options appear only when fulfilling criteria, for now, I'll go simple with the inventory stuff, so I just wanted some dialogue options to stay hidden until the player has a certain item in the inventory. So I guess a bool could work, when my character has that item, the bool is true and a new option appears in the conversation tree saying something like "give item" and that would move the story forward.
sorry that this is all very basic, I would really appreciate the help! thanks!