Is there a way to make Dialogue System behave similar to Ink in that it remembers which nodes it already visited and on dialog choices can either hide choices the player already picked or show visually that he already went down this branch?
I'm asking for typical RPG game dialogs where you can come back to branching points in the conversation to explore the whole tree.
Or maybe, more in general, is there a "player has selected this option / visited this node before" flag that could be used as a condition? This would allow all kinds of things.
Possible to hide/deactivate/visibly-mark nodes on 2nd visit ?
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- Posts: 145
- Joined: Mon Nov 23, 2020 6:35 am
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- Posts: 145
- Joined: Mon Nov 23, 2020 6:35 am
Re: Possible to hide/deactivate/visibly-mark nodes on 2nd visit ?
Wonderful!
Maybe add the word "visited" somewhere in the documentation there? That's what I think it's called in Ink and what I was searching for. (and searching for that only turns up the example with setting a variable)
Maybe add the word "visited" somewhere in the documentation there? That's what I think it's called in Ink and what I was searching for. (and searching for that only turns up the example with setting a variable)
Re: Possible to hide/deactivate/visibly-mark nodes on 2nd visit ?
Good idea. I'll add that.