Display dialog only once - Chat mapper(Dialog[2].SimStatus ~= WasDisplayed)
Posted: Sat Nov 15, 2014 6:49 am
Hi Tony,
Is it implemented in dialogue system the option which I can choose in chat mapper to display a dialogue option only one? (bassed on this I pass to next node without display or break the conversation branch).
It places a script condition like "Dialog[2].SimStatus ~= "WasDisplayed", but in unity I am getting errors on such conditions .
"Dialogue System: Lua code 'return Dialog[2].SimStatus ~= "WasDisplayed"' threw exception 'Lookup of field 'SimStatus' in the table element failed because the table element itself doesn't in the table.'
UnityEngine.Debug:LogError(Object)"
What do you suggest, to do it if its not implemented like this? I would like to store which questions have been asked and not repeat them in the dialogues.
Thank you!
Regards
Martin
Is it implemented in dialogue system the option which I can choose in chat mapper to display a dialogue option only one? (bassed on this I pass to next node without display or break the conversation branch).
It places a script condition like "Dialog[2].SimStatus ~= "WasDisplayed", but in unity I am getting errors on such conditions .
"Dialogue System: Lua code 'return Dialog[2].SimStatus ~= "WasDisplayed"' threw exception 'Lookup of field 'SimStatus' in the table element failed because the table element itself doesn't in the table.'
UnityEngine.Debug:LogError(Object)"
What do you suggest, to do it if its not implemented like this? I would like to store which questions have been asked and not repeat them in the dialogues.
Thank you!
Regards
Martin