How do I create dummy nodes that do nothing except flow to the next state immediately? (like the START/END node)
Posted: Sun Feb 27, 2022 10:54 pm
Here is my attempt. I tried both Next() and Continue() sequences and neither worked.
I also tried flipping the Actor/Conversant.
They either give me a blank player response menu or the NPC's continue button.
I want them to behave as though the conversation looked like this,
So, like they're not even there.
I'm importing the conversations from an external source that is rather difficult to work with, and those dummy nodes make it easier to write the import logic. I could post-process the graph and remove the dummy nodes after but the import logic is complicated enough as it is.
Is there an easy way to accomplish this? Or am I out of luck and should just post-process?
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I haven't attempted it yet but I'd also like it if the dummy nodes can execute arbitrary Lua in the script, but otherwise not affect the conversation at all. (Something simple like x = foo(), so either branch can access the variable x)
I also tried flipping the Actor/Conversant.
They either give me a blank player response menu or the NPC's continue button.
I want them to behave as though the conversation looked like this,
So, like they're not even there.
I'm importing the conversations from an external source that is rather difficult to work with, and those dummy nodes make it easier to write the import logic. I could post-process the graph and remove the dummy nodes after but the import logic is complicated enough as it is.
Is there an easy way to accomplish this? Or am I out of luck and should just post-process?
---
I haven't attempted it yet but I'd also like it if the dummy nodes can execute arbitrary Lua in the script, but otherwise not affect the conversation at all. (Something simple like x = foo(), so either branch can access the variable x)