Best way to display a tutorial image in the middle of a conversation?
Posted: Sun Nov 26, 2023 8:33 am
Hi, please excuse me for asking a basic question, but what is the best way to show a pop-up tutorial message during a conversation, resuming the conversation when the popup is closed?
Off the cuff, I was considering 'brute forcing' it by just having one conversation, playing that, then when that conversation ends, spawning the popup, then when the popup is closed, playing the rest of the conversation (split into a separate entry). That seems a bit inefficient though.
So I'd like to ask, what's the script or sequence I need to input in order to call a method with the popup I've got in it? Is there a way to resume the conversation where it left off instead of making another dialog entry?
As a side question, I'd also like some clarification on good practice for implementing dialog before gameplay begins - so far, I've been intending on playing a conversation at the start of gameplay, having that play out, then turning on a boolean to enable the game actually starting on the last node/an empty node at the end. This should be fine, right?
Again, excuse me for asking a basic question, as the documentation can be a bit labyrinthine sometimes, but what's the simplest way to trigger a variable in a non-Dialogue manager script via sequence/script in a dialog node's fields?
Off the cuff, I was considering 'brute forcing' it by just having one conversation, playing that, then when that conversation ends, spawning the popup, then when the popup is closed, playing the rest of the conversation (split into a separate entry). That seems a bit inefficient though.
So I'd like to ask, what's the script or sequence I need to input in order to call a method with the popup I've got in it? Is there a way to resume the conversation where it left off instead of making another dialog entry?
As a side question, I'd also like some clarification on good practice for implementing dialog before gameplay begins - so far, I've been intending on playing a conversation at the start of gameplay, having that play out, then turning on a boolean to enable the game actually starting on the last node/an empty node at the end. This should be fine, right?
Again, excuse me for asking a basic question, as the documentation can be a bit labyrinthine sometimes, but what's the simplest way to trigger a variable in a non-Dialogue manager script via sequence/script in a dialog node's fields?