Reevaluate/Refresh dialogue options in "real-time"
Posted: Sun Jul 16, 2023 8:16 pm
Hi there, I've done some searches but it's possible I wasn't particularly inspired with the key words.
I'd like to know if there is a more or less simple way to refresh/repopulate/reevaluate the dialogue choices that have been already been presented to the player, every second for example, as long as a choice isn't chosen.
I have a stat that keeps increasing while the player is making a decision, and I'd like a hidden choice showing up when that stat reaches 100.
I've managed to make this work by using a parallel FSM that checks the stat every second, and executes a "Jump to Entry" action that sends it to an entry before the Menu hub entry, and it's working. But I'd prefer a more "native" solution if one exists.
Thanks!
I'd like to know if there is a more or less simple way to refresh/repopulate/reevaluate the dialogue choices that have been already been presented to the player, every second for example, as long as a choice isn't chosen.
I have a stat that keeps increasing while the player is making a decision, and I'd like a hidden choice showing up when that stat reaches 100.
I've managed to make this work by using a parallel FSM that checks the stat every second, and executes a "Jump to Entry" action that sends it to an entry before the Menu hub entry, and it's working. But I'd prefer a more "native" solution if one exists.
Thanks!