I'm having a problem with dialogue system editor.
I'm trying to create a conversation in which the conwersant says a line and then if the condition is satisfied the player actor has two lines to choose from. If the conditon is not satisfied the conversant continues with another line (see picture). Is there any way to configure such behaviour?
Optional actor dialogues.
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Optional actor dialogues.
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Re: Optional actor dialogues.
Hi,
Click on the link arrows that lead to the player responses. Set the priority value to AboveNormal.
Explanation:
Every link arrow has a priority value. By default, a link's priority value is Normal.
When a conversation reaches a dialogue entry node, it evaluates any links that are at the highest priority level first. If any entries' Conditions are true, it stops there and uses one of those entries.
Otherwise it checks the next priority level. If any of those entries are true, it stops. And so on.
When the conversation has found a priority level with valid entries, it will always choose to follow an NPC entry first. If there are no NPC entries, it will use a player response entry.
By setting the links to the player response entries to AboveNormal, the conversation will check those first. If they are true, it will show the menu. If neither are true, it will check the Normal entry (the NPC entry) and show that instead.
Click on the link arrows that lead to the player responses. Set the priority value to AboveNormal.
Explanation:
Every link arrow has a priority value. By default, a link's priority value is Normal.
When a conversation reaches a dialogue entry node, it evaluates any links that are at the highest priority level first. If any entries' Conditions are true, it stops there and uses one of those entries.
Otherwise it checks the next priority level. If any of those entries are true, it stops. And so on.
When the conversation has found a priority level with valid entries, it will always choose to follow an NPC entry first. If there are no NPC entries, it will use a player response entry.
By setting the links to the player response entries to AboveNormal, the conversation will check those first. If they are true, it will show the menu. If neither are true, it will check the Normal entry (the NPC entry) and show that instead.