questions about dialogues for textline
Posted: Wed Apr 27, 2022 9:12 pm
I'm testing the texline example and it looks great! I have some questions about modifying it though:
1. How can I get the saved last sentence? I want to show the last sentence I had with a character in the lobby.
2. would it slow down if one character has a super long dialogue(say 1000 entries) would the game get slow since I assume it needs to load all sentences at the same time?
3. I noticed it currently used a waitForMessage to block the next conversation. it works for me if I send a message when money>100, it would go to the next conversation. But if the dialogue after that requests money>1000, and I finish both, then only the first one (money>100) would get the message and go to the next dialogue, but the next dialogue would not get unblocked. Is there a better way to provide a more stable system to check conditions and go to the next dialogue?
4. Similar in the above case, if I want to achieve something like "show an icon when new dialogues are triggered" or "show an icon when dialogues are not finished reading", is there a suggestion on how to achieve this?
5. Is there a way to add some entries that can be triggered between any dialogue sections? so it's like the character's dialogue is a long linear one with multiple sections that are unlocked with conditions, but there are some side-conversations that happen in between as long as the condition is met. Is there a way to like "check all side entry conditions"? And they would also show players the icon that new dialogues are available. It feels like I need a waitForMessage at the beginning of a section of dialogue?
Thanks in advance!
1. How can I get the saved last sentence? I want to show the last sentence I had with a character in the lobby.
2. would it slow down if one character has a super long dialogue(say 1000 entries) would the game get slow since I assume it needs to load all sentences at the same time?
3. I noticed it currently used a waitForMessage to block the next conversation. it works for me if I send a message when money>100, it would go to the next conversation. But if the dialogue after that requests money>1000, and I finish both, then only the first one (money>100) would get the message and go to the next dialogue, but the next dialogue would not get unblocked. Is there a better way to provide a more stable system to check conditions and go to the next dialogue?
4. Similar in the above case, if I want to achieve something like "show an icon when new dialogues are triggered" or "show an icon when dialogues are not finished reading", is there a suggestion on how to achieve this?
5. Is there a way to add some entries that can be triggered between any dialogue sections? so it's like the character's dialogue is a long linear one with multiple sections that are unlocked with conditions, but there are some side-conversations that happen in between as long as the condition is met. Is there a way to like "check all side entry conditions"? And they would also show players the icon that new dialogues are available. It feels like I need a waitForMessage at the beginning of a section of dialogue?
Thanks in advance!