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dialogue problem


6 réponses à ce sujet

#1
gordonbrown82

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i was unsure where to post this so i'll post it in the best forum.

i have four questions that can be asked to a PC. I would like to make it so that when one of the question is asked it dissapears and the three remaining options are left. when another one is picked that one dissapers and only two is left and so forth. the problem is that the tree gets huge when i just write everything in manually and i don't get how the paste as link thing is supposed to work.

#2
CID-78

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paste as link will do add a link to a already existing node. ie instead of branching your connecting multiple path into one. so you simply paste as link back to the node with teh questions, and make so each question is only activated once.

#3
gordonbrown82

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how do i make so each question only activate once? do i have to use plots for that?

#4
DavidSims

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Each line has a visibility dropdown, in the scripting tab. You can select once per conversation or a once per game, one of which should suit your purposes.



You can also use plot flags. The main advantage to that aproach is you can access that data in other conversations or scripts, if you happen to need to know whether or not the player asked a certain question. If not, the once per game flag is probably what you want, or once per conversation if you want them to be able to ask them again if they go through the conversation a second time.

#5
gordonbrown82

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del

Modifié par gordonbrown82, 11 juin 2010 - 09:07 .


#6
gordonbrown82

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i'm not sure how to make it bigger and more visible but it's

+ line

|----linked line

|----linked line

+ line

|---linked line

|---linked line

|---End Dialogue

#7
DavidSims

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Okay, you want to delete all of the grey links. What you need to do is add the NPC line, or lines, after each question. Then, after the question has been answered, put the links to the other questions.