Conversation Priorities
Posted: Sun May 12, 2024 3:37 pm
Hi, thanks for this great asset.
I have a question about conversation priorities.
I have a NPC prefab. It has Dialogue System Trigger that Barks on use with no condition.
This bark comes from GenericNPCGreet conversation that has generic texts such as "Hi", "Good day", "How are you?" etc.
By this, i wanted that; whenever player clicks (on use) on a Npc, he will not remain unanswered.
But, of course, some npc's have conversations or barks that gives quests or quest tips or something like that. These are naturally more important.
I added another Dialogue System Trigger component to these npcs that starts conversation or barks.
The problem is, although if a npc has an "important" bark, he barks from GenericNPCGreet.
Also, if a npc has a conversation, conversation starts but a warning in console says : Bark triggered, but a conversation is already active
Is it possible to do that; if npc has no other things to say (bark or conversation), bark from GenericNPCGreet?
Thanks in advance.
I have a question about conversation priorities.
I have a NPC prefab. It has Dialogue System Trigger that Barks on use with no condition.
This bark comes from GenericNPCGreet conversation that has generic texts such as "Hi", "Good day", "How are you?" etc.
By this, i wanted that; whenever player clicks (on use) on a Npc, he will not remain unanswered.
But, of course, some npc's have conversations or barks that gives quests or quest tips or something like that. These are naturally more important.
I added another Dialogue System Trigger component to these npcs that starts conversation or barks.
The problem is, although if a npc has an "important" bark, he barks from GenericNPCGreet.
Also, if a npc has a conversation, conversation starts but a warning in console says : Bark triggered, but a conversation is already active
Is it possible to do that; if npc has no other things to say (bark or conversation), bark from GenericNPCGreet?
Thanks in advance.