Order of conversation options
-
- Posts: 30
- Joined: Sat Jan 19, 2019 2:14 pm
Order of conversation options
If an NPC has multiple possible conversations, how do I rank the order in which they are displayed? By default, this seems to go from newer entry > older entry, but that's not what I want.
Re: Order of conversation options
Do you mean the rank order of linked nodes? If so, take this example:
The START node links to A, B, and C.
To see the order in which they will be checked, inspect the START node. The links will be at the bottom of the Inspector:
In the screenshot above, the Dialogue System will check the Conditions on all nodes in this order: C, B, A. Use the up/down arrow buttons to change the order.
Once the Dialogue System has checked the nodes, it will have a list of nodes whose Conditions are true. It will use the first NPC node (e.g., C) in the list. If there are no true NPC nodes, it will show a response menu containing the true Player nodes.
However, you can also specify priorities:
In the screenshot above, A has Above Normal priority. The Dialogue System will check all nodes that have Above Normal priority. If any of these nodes are true, it stops evaluating and returns the list of true Above Normal nodes. It will not even attempt to evaluate Normal nodes in this case.
---
If you're talking about a NPC GameObject with multiple Dialogue System Triggers, the order is undefined. Use the Dialogue System Trigger's Condition section to set conditions so that only one will be true at any time.
The START node links to A, B, and C.
To see the order in which they will be checked, inspect the START node. The links will be at the bottom of the Inspector:
In the screenshot above, the Dialogue System will check the Conditions on all nodes in this order: C, B, A. Use the up/down arrow buttons to change the order.
Once the Dialogue System has checked the nodes, it will have a list of nodes whose Conditions are true. It will use the first NPC node (e.g., C) in the list. If there are no true NPC nodes, it will show a response menu containing the true Player nodes.
However, you can also specify priorities:
In the screenshot above, A has Above Normal priority. The Dialogue System will check all nodes that have Above Normal priority. If any of these nodes are true, it stops evaluating and returns the list of true Above Normal nodes. It will not even attempt to evaluate Normal nodes in this case.
---
If you're talking about a NPC GameObject with multiple Dialogue System Triggers, the order is undefined. Use the Dialogue System Trigger's Condition section to set conditions so that only one will be true at any time.
-
- Posts: 30
- Joined: Sat Jan 19, 2019 2:14 pm
Re: Order of conversation options
Thank you!
Just a general tip: the documentation is great, but if would greatly help if there was a radio button with which you can turn all hits in the Help from the classes off: simply looking for a word like "order" will give hundreds of hits if one of the methods or classes contains this word.
Just a general tip: the documentation is great, but if would greatly help if there was a radio button with which you can turn all hits in the Help from the classes off: simply looking for a word like "order" will give hundreds of hits if one of the methods or classes contains this word.
Re: Order of conversation options
Great idea! That would even be handy for me, and I wrote the documentation. Now I just need to fiddle with the Javascript to get it to work.Dragonception wrote: ↑Sat Feb 02, 2019 5:26 pmJust a general tip: the documentation is great, but if would greatly help if there was a radio button with which you can turn all hits in the Help from the classes off: simply looking for a word like "order" will give hundreds of hits if one of the methods or classes contains this word.