Playmaker variables for Conversation conditions

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Sul Nistoli
Posts: 1
Joined: Sun Sep 12, 2021 5:37 pm

Playmaker variables for Conversation conditions

Post by Sul Nistoli »

Hi, I'm really new to using Dialogue system, and Playmaker, and I searched through the forum but couldn't find anything on this - say I have a int or a float in playmaker that represents a stat, like money, or health, or reputation, is there any way to check the variables in an fsm and have dialogue system give different replies? Such as talking to a shop keeper, I want the choice to try and rob the shop to always be open, and for it to check strength, and give you different answers depending on the stat when it checks it. Is that possible at all? or would I need to make a separate c# script with a bunch of public floats for each of the stats, and have Playmaker set those, instead of having just the values in the fsms.

Thanks!
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Tony Li
Posts: 21986
Joined: Thu Jul 18, 2013 1:27 pm

Re: Playmaker variables for Conversation conditions

Post by Tony Li »

Hi,

You can use the Dialogue System's PlayMaker Variable Functions.

For example, say you have PlayerMaker global int variables named Stealth and Reputation. You could write a conversation like this:

checkPlayMakerVars.png
checkPlayMakerVars.png (29.74 KiB) Viewed 170 times
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