However, by using the technique above I'm able to reduce the amount of checking necessary when starting the conversation. Side note: I could have linked to all of the 10 quest-specific group nodes. The details of those Conditions and cross-conversation links look like this: If so, it links to a conversation specific to quest 1. The first node linked from that node () has Conditions that check if the player still needs to finish quest 1. If so, it links to individual checks for each quest. The first node () has Conditions that check if the player is still working on quests 1-5. This makes them evaluate their Conditions and then pass through to whatever they link to. Notice that the nodes above are all group nodes. I used a forward slash ( "/" ) in the conversation title so I can group all of the NPC's conversations in the same submenu - Cybergirl/Entrypoint, Cybergirl/Quest_1, Cybergirl/Quest_2, etc. To do this, set up a single Dialogue System Trigger that starts a "hub" or "entrypoint" conversation that links to other conversations for the specific quests.įor example, your Dialogue System Trigger could start a conversation named "Cybergirl/Entrypoint": But since you're going to have conditional logic inside your conversations anyway, you might as well keep all of your conditional logic in one place (the conversation). Click to expand.Hi - It's possible to do that.
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