Hey Tony!
I am currently facing problems with the Conversation Position Stack Functions. I have looked through the forums regarding this function but still don't have any idea of resolving it.
In my dialogue, there are 3 choices, which are ACCEPT, REJECT & CONFLICT. So in CONFLICT, the dialogue will link to another conversation (e.g. title: Choices), where the player will be given choices to choose, before returning back to the original conversation.
I applied PushConversationPosition() in the CONFLICT option and link this dialogue to the Choices Conversation and PopConversationPosition() in the choices of the Choices Conversation.
There's a problem when the dialogue returned from the Choices Conversation to the original one - the option of ACCEPT was displayed (only one option). I was expecting it to continue the conversation instead of starting at the options again.
[As shown in the Testing01.jpg]
I tried with another method in the original conversation where I added another empty child node and applied PushConversationPosition() in it right after the CONFLICT option. Link to another conversation was applied to this empty node as well. Everything worked well, wondering if it is a bug. [As shown in the Testing02.jpg]
But when I added a new option(None of the Above) in Choices Conversation, whenever the player selected None of the Above, the dialogue will start looping in the Choices Conversation. [As shown in the Dialogue.jpg]
The conversation is fine if the player selects other option, other than None of the Above.
Linking to Other Conversation and Return
Re: Linking to Other Conversation and Return
Hi,
The conversation stack works best if you put PushConversationStack() on an NPC's line, since it will always try to return to the NPC's line before showing the response menu. This works well for typical RPG conversations where the player might choose to go down a side path when talking to an NPC. Unfortunately your case is slightly different, so the setup is a little more complicated.
Here's a working example (Unity 2019.1):
DS_ConversationStack_AcceptRejectConflict_2019-12-26.unitypackage
The conversation has to look similar to this:
The nodes with <text> are empty nodes with Sequence set to None(). They're used to evaluate conditions. Instead of defining a variable in the Variables section, I just used a local Lua variable that I called choseConflict.
The conversation stack works best if you put PushConversationStack() on an NPC's line, since it will always try to return to the NPC's line before showing the response menu. This works well for typical RPG conversations where the player might choose to go down a side path when talking to an NPC. Unfortunately your case is slightly different, so the setup is a little more complicated.
Here's a working example (Unity 2019.1):
DS_ConversationStack_AcceptRejectConflict_2019-12-26.unitypackage
The conversation has to look similar to this:
The nodes with <text> are empty nodes with Sequence set to None(). They're used to evaluate conditions. Instead of defining a variable in the Variables section, I just used a local Lua variable that I called choseConflict.
Re: Linking to Other Conversation and Return
Alright, it's working. Thanks for the help!!
Re: Linking to Other Conversation and Return
Happy to help!