Passthrough when condition is true?
Posted: Sun Jun 20, 2021 3:41 am
Hi,
I was wondering if there's a way to use a node to passthrough when the condition is true.
I would be using it in certain instance where there are a lot of conditions to make it easier for me.
Here's a very basic example:
- A character has nothing to say if the quest "Bandit" has not been started.
- If the quest "Bandit" has been started, then he can say two different things depending if the bandit was killed or capture.
Now, in this case, the condition are so simple that you could basically have those two conditions for the branches:
- (GetQuestNodeState("Bandit","Success") == "success") and (GetQuestNodeState("Bandit","Killed") == "success")
- (GetQuestNodeState("Bandit","Success") == "success") and (GetQuestNodeState("Bandit","Captured") == "success")
But imagine that this was a much more complicated situation where there could be multiple AND and OR conditions, would it be possible to have an empty node that passthrough when a condition is true like this:
- (GetQuestNodeState("Bandit","Success") == "success")
And then the two branches conditions wouldn't need to repeat their common prior conditions and only need to be :
- (GetQuestNodeState("Bandit","Killed") == "success")
- (GetQuestNodeState("Bandit","Captured") == "success")
Right now, it kinda works, but I end up having an empty dialogue box that I need to go through to reach the right branches. With a passthrough, that dialogue box wouldn't appear and only the right dialogue from the right branch would appear.
I kinda feel like this definitely exists and this might just be something simple I missed.
Thanks for your help!
I was wondering if there's a way to use a node to passthrough when the condition is true.
I would be using it in certain instance where there are a lot of conditions to make it easier for me.
Here's a very basic example:
- A character has nothing to say if the quest "Bandit" has not been started.
- If the quest "Bandit" has been started, then he can say two different things depending if the bandit was killed or capture.
Now, in this case, the condition are so simple that you could basically have those two conditions for the branches:
- (GetQuestNodeState("Bandit","Success") == "success") and (GetQuestNodeState("Bandit","Killed") == "success")
- (GetQuestNodeState("Bandit","Success") == "success") and (GetQuestNodeState("Bandit","Captured") == "success")
But imagine that this was a much more complicated situation where there could be multiple AND and OR conditions, would it be possible to have an empty node that passthrough when a condition is true like this:
- (GetQuestNodeState("Bandit","Success") == "success")
And then the two branches conditions wouldn't need to repeat their common prior conditions and only need to be :
- (GetQuestNodeState("Bandit","Killed") == "success")
- (GetQuestNodeState("Bandit","Captured") == "success")
Right now, it kinda works, but I end up having an empty dialogue box that I need to go through to reach the right branches. With a passthrough, that dialogue box wouldn't appear and only the right dialogue from the right branch would appear.
I kinda feel like this definitely exists and this might just be something simple I missed.
Thanks for your help!