Branching Logic Implementation
Posted: Fri Apr 15, 2022 10:29 am
Hello,
I am using your Quest Machine along with the Dialogue System. I am trying to implement a common scenario where you talk to an NPC, who gives you a sub-quest. If you accept it, say Node 2 gets activated, if you do not accept it (dialogue choice), Node 3 gets activated.
Also note that if you go to the Node 2 route, you will eventually get the option to activate Node 3. So Node 2 - Node 2.1 - Node 2.3 etc is an optional branching.
example -> Talk to Tom the Trader -> (Trader asks you to inspect tree) -> [you agree -> (examine tree) -> (go back to tom/success) -> Go talk to Mayor -> next sub quests]; ->[you disagree -> Go talk to Mayor -> next sub quests]
How can I implement this? It seems all child Nodes automatically get activated when the parent node is set to true.
Let me know if this makes sense or if you need more information on this. Note that I want this to write under a single quest using quest nodes.
I am using your Quest Machine along with the Dialogue System. I am trying to implement a common scenario where you talk to an NPC, who gives you a sub-quest. If you accept it, say Node 2 gets activated, if you do not accept it (dialogue choice), Node 3 gets activated.
Also note that if you go to the Node 2 route, you will eventually get the option to activate Node 3. So Node 2 - Node 2.1 - Node 2.3 etc is an optional branching.
example -> Talk to Tom the Trader -> (Trader asks you to inspect tree) -> [you agree -> (examine tree) -> (go back to tom/success) -> Go talk to Mayor -> next sub quests]; ->[you disagree -> Go talk to Mayor -> next sub quests]
How can I implement this? It seems all child Nodes automatically get activated when the parent node is set to true.
Let me know if this makes sense or if you need more information on this. Note that I want this to write under a single quest using quest nodes.