[HOWTO] How To: Create Conversations Without Response Menus

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

[HOWTO] How To: Create Conversations Without Response Menus

Post by Tony Li »

To create a conversation involving only NPCs (non-player characters), assign all dialogue entry nodes' Actor dropdowns to an NPC actor -- that is, an actor whose Is Player checkbox is unticked. Unless you've set custom node colors for actors, NPC nodes will be gray:

npcOnlyConversation.png
npcOnlyConversation.png (16.02 KiB) Viewed 3838 times

A quick way to keep using the same actor for child nodes is to hold down Shift while right-clicking on a node and selecting Create Child Node from the context menu. Otherwise when you select Create Child Node it will alternate between the conversation's main Actor and Conversant values.

If you set the Dialogue Manager GameObject's Display Settings > Subtitle Settings > Continue Button mode to Always, each line of dialogue will wait until the user clicks a continue button to advance the conversation.

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If you want to include player lines without showing a response menu:

1. Link each dialogue entry node to at most one player (blue) node. If a node links to two or more player nodes, it will always show a response menu. The exception is if the player nodes have Conditions and only one player node's Conditions are currently true.

2. On the Dialogue Manager GameObject, tick Display Settings > Subtitle Settings > Show PC Subtitles During Line and UNtick Display Settings > Input Settings > Always Force Response Menu:

showPCSubtitlesDuringLine.png
showPCSubtitlesDuringLine.png (81.1 KiB) Viewed 3838 times
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