Dialogue System Adventure creator Boolean

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raff_REX
Posts: 2
Joined: Wed Sep 21, 2016 8:22 am

Dialogue System Adventure creator Boolean

Post by raff_REX »

Hello Tony Li
I'm new to this all so excuse me if I'm completely wrong about how the bridge works .

Im not a programmer so dependent on menus .
Dialogue system appealed to me because No scripting is required and lua scripting is optional

Im at the stage at which this video ends.

https://www.youtube.com/watch?v=zEOr7UGKCd0

Is there a way to use the variable at the end of the video in Adventure creator without programming (just with menus ).. for example.

I want an object I pick up within the scene to change the boolean from a false to a true ... is there a way to do this from dialogue database local variables using only menus only back in Adventure creator?....Thanks in advance

Thanks for your help

RAFF
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Tony Li
Posts: 23260
Joined: Thu Jul 18, 2013 1:27 pm

Re: Dialogue System Adventure creator Boolean

Post by Tony Li »

Hi,

Thanks for using the Dialogue System!

I'll try to cover a few scenarios, so this will be an image-heavy post.

Example 1: Set variable in Adventure Creator (AC). Check in Dialogue System (DS).

Let's say you've defined an AC global variable named "Armed":

Image

When the player picks up the prop sword, an AC actionlist sets this variable to True:

Image

To check this in the Dialogue System, create a corresponding variable name in your dialogue database:

Image

Then use the Lua wizard (the "..." button") on the Conditions field to use dropdown menus to specify that this dialogue entry can only be used if AC has set the variable "Armed" to true:

Image

(Remember to click the "Apply" button to accept your dropdown choices.)


Example 2: Check if player has an AC item

This example shows how to check AC inventory in DS without having to define extra variables. We'll use the AC demo scene's Prop sword:

Image

Define a corresponding item in the dialogue database:

Image

Note that you'll also need to add a Number field named "Count". The bridge will automatically set this to AC's item count when starting conversations.

Finally, use the Lua wizard to add a condition that the player must have greater than zero of this item for the dialogue entry to be used:;

Image


Example 3: Check DS variable in AC:

The easiest way to work with AC variables is in example 1 above. However, if you don't want to define corresponding variables in AC and DS (e.g., the "Armed" variable above), you can directly check a DS variable from an AC actionlist.

Let's say you've defined a variable "Said_Never_Mind" only in your dialogue database:

Image

And you used the Script field's Lua wizard to set it to true:

Image

To check this value in AC, use the Dialogue System Check action:

Image

This does require typing in a little Lua expression, but it's pretty simple as you can see.


If you get stuck on any of this or have other questions, please let me know. I'm here to help!
raff_REX
Posts: 2
Joined: Wed Sep 21, 2016 8:22 am

Re: Dialogue System Adventure creator Boolean

Post by raff_REX »

Hi Tony Li
Thanks for your support and swift reply. I'll try that out
Raff
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Tony Li
Posts: 23260
Joined: Thu Jul 18, 2013 1:27 pm

Re: Dialogue System Adventure creator Boolean

Post by Tony Li »

Sounds good! If you get stuck on anything, just let me know. Getting started is always the hardest part. :-)
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