Heyo!
I already got an answer for this (use bool variables) but it really is unfeasible in my case. I have hundreds of conversations and i would need an absurd amount of bool variables. Dialogue is also random (randomize next entry), so I can't have an increasing number variable.
What's the right solution for such a thing? I'm sure I could come up with some janky system, but there has to be a simple solution...
How to prevent a dialogue node from being repeated once it has been seen?
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- Posts: 11
- Joined: Sun Jan 19, 2025 11:26 am
Re: How to prevent a dialogue node from being repeated once it has been seen?
Hi,
Note: You don't need to define Dialogue System variables ahead of time. If a variable isn't defined in the dialogue database, its value is "nil". So in Conditions you can check:
This will pass if the variable is false or not defined yet.
Then you can set it true:
Alternatively, use SimStatus. This way you don't need to touch variables at all.
Note: You don't need to define Dialogue System variables ahead of time. If a variable isn't defined in the dialogue database, its value is "nil". So in Conditions you can check:
Code: Select all
Variable["SomeNPC.Talked"] ~= true
Then you can set it true:
Code: Select all
Variable["SomeNPC.Talked"] = true
Code: Select all
Dialog[thisID].SimStatus ~= "WasDisplayed"
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- Posts: 11
- Joined: Sun Jan 19, 2025 11:26 am
Re: How to prevent a dialogue node from being repeated once it has been seen?
wow, thanks!
simStatus is probably the right call, since i have short sequences with lots of branches.
simStatus is probably the right call, since i have short sequences with lots of branches.