How to have a preview word, preview text, and dialogue text with the response menu
Posted: Sun Jun 02, 2019 8:22 am
Hello,
I hope you are well!
I have been enjoying this dialogue system a ton! Absolutely excellent asset. I have been reading the other forum posts and documentation and tutorial stuff but I ran into some stuff that I need some assistance with. I would be grateful for any help!
Quick overview of my dialogue system: Continue button used except when choices. There are many choices sometimes up to six. I would like to have three text boxes to fill out for response choices.
PreviewWord - "Compassionate"
PreviewText - "Lets help these people get ice cream and pizza"
DialogueText - "I think that we should help everyone because that is what good upstanding citizens do. I think everyone deserves free ice cream and pizza and we need to make this happen! What would my grandfather say if I were to do differently?"
I am trying to have response buttons that have a single word - "PreviewWord" on them and then when they are hovered over they will reveal "PreviewText". The player can hover over different buttons with the PreviewWord and they will replace the PreviewText on a single preview text box. Then once the player selects the dialogue it will show the "DialogueText".
MenuText is like the PreviewWord
DialogueText is the DialogueText
but I am not sure how to do PreviewText.
Here is an example of my old dialogue system. (here is website link in case it doesn't work - http://www.deckpointstudio.com/2019/04/ ... nches.html)
-Notice that when the buttons are hovered the text box on the right has different text (PreviewText) and the hex in the middle plays a different animation for each preview choice.
I was thinking about doing a custom sequencer event that would be placed in the menu text and then when the player was given a choice then the custom sequencer event would fire and assign the preview text to the correct response button. However, I am unsure if there is a better way.
I would be grateful for any help! Thank you!
Warm Regards,
Jesse
I hope you are well!
I have been enjoying this dialogue system a ton! Absolutely excellent asset. I have been reading the other forum posts and documentation and tutorial stuff but I ran into some stuff that I need some assistance with. I would be grateful for any help!
Quick overview of my dialogue system: Continue button used except when choices. There are many choices sometimes up to six. I would like to have three text boxes to fill out for response choices.
PreviewWord - "Compassionate"
PreviewText - "Lets help these people get ice cream and pizza"
DialogueText - "I think that we should help everyone because that is what good upstanding citizens do. I think everyone deserves free ice cream and pizza and we need to make this happen! What would my grandfather say if I were to do differently?"
I am trying to have response buttons that have a single word - "PreviewWord" on them and then when they are hovered over they will reveal "PreviewText". The player can hover over different buttons with the PreviewWord and they will replace the PreviewText on a single preview text box. Then once the player selects the dialogue it will show the "DialogueText".
MenuText is like the PreviewWord
DialogueText is the DialogueText
but I am not sure how to do PreviewText.
Here is an example of my old dialogue system. (here is website link in case it doesn't work - http://www.deckpointstudio.com/2019/04/ ... nches.html)
-Notice that when the buttons are hovered the text box on the right has different text (PreviewText) and the hex in the middle plays a different animation for each preview choice.
I was thinking about doing a custom sequencer event that would be placed in the menu text and then when the player was given a choice then the custom sequencer event would fire and assign the preview text to the correct response button. However, I am unsure if there is a better way.
I would be grateful for any help! Thank you!
Warm Regards,
Jesse