Page 1 of 1

How to have a preview word, preview text, and dialogue text with the response menu

Posted: Sun Jun 02, 2019 8:22 am
by Jesse
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.

Image
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

Re: How to have a preview word, preview text, and dialogue text with the response menu

Posted: Mon Jun 03, 2019 10:34 am
by Tony Li
Hi Jesse,

The Dialogue System Extras page has an example that does just this. [direct download link]

I just updated the package with brief instructions. In brief, use:
  • Menu Text for the preview word
  • Description for the preview text
  • Dialogue Text for the dialogue text
  • Optionally create an "Activate On Hover" field to activate a GameObject when the player hovers over the response. For example, if the menu shows different equipment upgrade options, this could activate an image of the upgraded equipment.
If you haven't already set up the continue button behavior that you want, set the Dialogue Manager's Subtitle Settings > Continue Mode dropdown to Not Before Response Menu.

Re: How to have a preview word, preview text, and dialogue text with the response menu

Posted: Tue Jun 04, 2019 10:58 am
by Jesse
Hello Tony,

That was perfect! Thank you so very much!

I still have a couple other questions but I will make new threads for those because they are unrelated to this

Have a wonderful day!

Warm Regards,
Jesse

Re: How to have a preview word, preview text, and dialogue text with the response menu

Posted: Tue Jun 04, 2019 11:08 am
by Tony Li
Glad to help! :-)

Re: How to have a preview word, preview text, and dialogue text with the response menu

Posted: Mon Oct 16, 2023 3:42 am
by mariaflores
Tony Li wrote: Mon Jun 03, 2019 10:34 am Hi Jesse,

The Dialogue System Extras page has an example that does just this. [direct download link]

I just updated the package with brief instructions. In brief, use:
  • Menu Text for the preview word
  • Description for the preview text
  • Dialogue Text for the dialogue text
  • Optionally create an "Activate On Hover" field to activate a GameObject when the player hovers over the response. For example, if the menu shows different equipment upgrade options, this could activate an image of the upgraded equipment.
If you haven't already set up the continue button behavior that you want, set the Dialogue Manager's Subtitle Settings > Continue Mode dropdown to Not Before Response Menu.
Can you please provide more details on setting up the Activate On Hover field? How can it be used effectively, and are there any specific use cases you recommend for this feature in a dialogue system?

Re: How to have a preview word, preview text, and dialogue text with the response menu

Posted: Mon Oct 16, 2023 8:33 am
by Tony Li
Hi,

You could use Activate On Hover to activate "mood" icons in your dialogue UI such as a happy face, sad face, etc. Or you could activate a "danger" image if the player hovers over a response that might be a dangerous choice. It's all up to your creativity.