Hi, sorry for the confusingly worded question.
What I'm looking for is a behavior in dialogues that can be seen in games like Disco Elysium and other CRPGs. I'm gonna try to explain the sort of behavior I'm looking to have.
Basically, I have a dialogue that, when started, displays node A: "This is the first node."
From here, I can select three nodes, B, C and D, all of which display 3 dialogue entries before linking back to node A. Let's say that node B has, as it's last dialogue entry the sentence "Now select a new option!"
What I want to happen is for the dialogue UI do display the initial dialogue options again WITHOUT displaying "This is the first node". Instead, I want for the UI to display "Now select a new option!" and present the player with the same dialogue options as when they first initiated the dialogue.
Is this sort of behavior present already in some way, or would I need to create custom logic for it? And if so, what would the best approach be?
Sorry again if this is very confusing, I hope I explained it well enough. Thanks in advance!
"Return to hub node" beaviour, but don't display initial hub text
-
- Posts: 6
- Joined: Mon Aug 14, 2023 6:53 pm
Re: "Return to hub node" beaviour, but don't display initial hub text
Hi,
Use a group node. (Tick the node's Group checkbox.) Then link the group node back to the choices:
This is often done in combination with setting the Dialogue Manager's Input Settings > [em#] Tag for Old Response to gray out choices that the player has already made.
Use a group node. (Tick the node's Group checkbox.) Then link the group node back to the choices:
This is often done in combination with setting the Dialogue Manager's Input Settings > [em#] Tag for Old Response to gray out choices that the player has already made.
-
- Posts: 6
- Joined: Mon Aug 14, 2023 6:53 pm
Re: "Return to hub node" beaviour, but don't display initial hub text
Ah, well that was simpler than expected. Thanks a lot for the detailed answer!