Hello,
I don't know how can I activate/desactivate options in the dialogue via scripting in "real time".
For example:
Start conversation:
- Hello
- Hello, how are you?
And now there is no options until the player interact with a coke (for example), so in scripting I have this: DialogueLua.SetVariable("ImFine", true). I want in THAT moment show a new option in the dialogue "I'm fine now".
Can you help me, please?
Thanks in advance.
Activate dialogue options via scripting
Re: Activate dialogue options via scripting
Hi,
After setting the variable, call DialogueManager.UpdateResponses(). This will reevaluate the responses' Conditions and update the response menu.
After setting the variable, call DialogueManager.UpdateResponses(). This will reevaluate the responses' Conditions and update the response menu.
Re: Activate dialogue options via scripting
Thank you!
That is working but showing the options as not elegible, but if I don't want show options until the action is completed, could it be possible? Like waiting until something is done.
Thanks in advance.
That is working but showing the options as not elegible, but if I don't want show options until the action is completed, could it be possible? Like waiting until something is done.
Thanks in advance.
Re: Activate dialogue options via scripting
Turn off the Dialogue Manager's Input Settings > Include Invalid Entries.
If you need to show some invalid entries and hide others, there is a thread in this forum section that covers how to do that.
If you need to show some invalid entries and hide others, there is a thread in this forum section that covers how to do that.