End Conversation Button, Already Spoken Text, And Few More Questions
Posted: Thu Mar 17, 2022 3:51 pm
Great product and thank you for your continued support!
Few more questions as I am setting everything up with my project.
1) Custom Dialogue/Conversation Node Field: Is it possible for me to add a custom field to conversation nodes that I can reference from other scripts in the project?
2) Already Spoken Dialogue: Is there a way to change the NPC's greeting when going back to a conversation node. For example, if I have the NPC saying: "Hello there. My name is Max - how can I help you?", is it possible to replace/change that piece of dialogue to something else the next time you land on that conversation node, an example being: "Yes. What now?"
3) One-Time Use Toggle: Is there a quick and easy toggle option to close off a conversation node when going through it once? The only way I am currently aware is by setting a bool and blocking that conversation node once the bool is triggered - but I'm wondering if there is an easier way of toggling this instead.
4) Blocking/Hiding and Showing: Related to the previous question, I know how to block certain dialogue nodes. But with my current project, I have set it so that blocked dialogue nodes show up still as I want the player to see these (currently using that for gated skill checks) - so that's all good. But is there a way to show some blocked dialogue nodes and hide others (like a one-use only dialogue option, for example)?
5) Response Number: Which variable would I use to show the response number on it's own? In the response button prefab, I have created two TextMesh components instead of just one: one for the response and one for the response number (otherwise the spacing of the formatting is off depending on the size of the number).
6) End Conversation Button: Is it possible to add an End Conversation button to end the conversation instead of it ending automatically when hitting an End dialogue node? I have the Continue button working great, but if I can set up an additional button to end dialogue, that would be great.
Thanks!
Few more questions as I am setting everything up with my project.
1) Custom Dialogue/Conversation Node Field: Is it possible for me to add a custom field to conversation nodes that I can reference from other scripts in the project?
2) Already Spoken Dialogue: Is there a way to change the NPC's greeting when going back to a conversation node. For example, if I have the NPC saying: "Hello there. My name is Max - how can I help you?", is it possible to replace/change that piece of dialogue to something else the next time you land on that conversation node, an example being: "Yes. What now?"
3) One-Time Use Toggle: Is there a quick and easy toggle option to close off a conversation node when going through it once? The only way I am currently aware is by setting a bool and blocking that conversation node once the bool is triggered - but I'm wondering if there is an easier way of toggling this instead.
4) Blocking/Hiding and Showing: Related to the previous question, I know how to block certain dialogue nodes. But with my current project, I have set it so that blocked dialogue nodes show up still as I want the player to see these (currently using that for gated skill checks) - so that's all good. But is there a way to show some blocked dialogue nodes and hide others (like a one-use only dialogue option, for example)?
5) Response Number: Which variable would I use to show the response number on it's own? In the response button prefab, I have created two TextMesh components instead of just one: one for the response and one for the response number (otherwise the spacing of the formatting is off depending on the size of the number).
6) End Conversation Button: Is it possible to add an End Conversation button to end the conversation instead of it ending automatically when hitting an End dialogue node? I have the Continue button working great, but if I can set up an additional button to end dialogue, that would be great.
Thanks!