Textline Lobby questions

Announcements, support questions, and discussion for the Dialogue System.
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hengeyokai
Posts: 1
Joined: Thu Feb 09, 2023 3:55 pm

Textline Lobby questions

Post by hengeyokai »

Hello! First of all, thank you so much for releasing and supporting Dialogue System with so much additional content. Note that I am a beginner user, so hopefully my questions won't be too much of a hassle!

I'm currently exploring the possibilities of Textline using the Lobby scene setup. Is there a simple way for Lobby options to activate only after a certain dialogue has been completed? Given the game is built on separate scenes, my understanding is that I would have to update a global variable that would in turn make the options invisible at first show up in the menu - but maybe there's a built-in option I'm missing!
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Tony Li
Posts: 21959
Joined: Thu Jul 18, 2013 1:27 pm

Re: Textline Lobby questions

Post by Tony Li »

Hi,

There's no built-in option.

In your Lobby scene, add a button to start the conversation that will only available after a certain variable is set true.

Then add a Dialogue System Trigger to the Lobby scene. Set it to OnSaveDataApplied. Set the Conditions > Lua Conditions to check if the variable is NOT true. Select Add Action > Set GameObjects Active/Inactive, and configure it to deactivate the button GameObject.
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