When ever I try to set a starting conditional for conversation nodes it always just does the node highest in the listings. I have tried giving them all conditionals, so, if the player needs a certain item, the other nodes test and check they DO NOT have that certain item, but it still wont work.
I have been using the built-in script wizard to form these. Please tell me if I am doing something wrong and, if not, how to fix that.
Problems with conversation nodes.
Débuté par
BuilderOfLegend
, juin 08 2012 07:15
#1
Posté 08 juin 2012 - 07:15
#2
Posté 08 juin 2012 - 07:25
The nodes are read from top to bottom, so if you have, say, 2 nodes and you wish one of them to appear under a certain condition, otherwise display the other, you should put the one with the condition at the top. So, if the condition of the first one is met, the first one will be displayed, otherwise the second one will be displayed(if the condition is met or if there's no condition). I'll be happy to help you code your condition(s) if I can(and if you need).
P.S.: If the first node of your convo is always the one displayed, it means that the condition always returns true, whatever the situation, so the problem is most likely in the condition check. I assume that you already know that conditional scripts must be referenced under the tab "Text Appears When".
Kato
P.S.: If the first node of your convo is always the one displayed, it means that the condition always returns true, whatever the situation, so the problem is most likely in the condition check. I assume that you already know that conditional scripts must be referenced under the tab "Text Appears When".
Kato
Modifié par Kato_Yang, 08 juin 2012 - 07:46 .
#3
Posté 09 juin 2012 - 05:09
Right. Thanks. I'll look into all that





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