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Conversation node and "show once" option


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11 réponses à ce sujet

#1
Jezla

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My question is regarding the ShowOnce option under the "node' tab of a conversation.

 

If it is set to "show once per ___" on a player node, will it only appear once, or will it only appear until it is selected?



#2
kevL

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does what it says on the tin, doesn't need to be selected. [ i think .. ]

 

I suggest staying away from the ShowOnceperModule, though, because if it happens to go south ... it's a bit cludgy to get it back. (The only way i can think of is to copy the dialog to Override and hope it refires from there)

 

not sure, but it seems even the writers and scripters of the official expansions learned to stay away from it ....

 

 

[edit] it even makes testing harder, because once it's been selected it goes away


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#3
andysks

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What KevL says is true. I used it extensively in the beginning and then found out that I should probably don't for all these reasons.



#4
Jezla

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I usually use it on the intial dialogue nodes for an NPC, with no problems, but I've never used them for a player node.  I had the thought that if it made a player node only selectable once, then it would save me setting and keeping track of more variables. 



#5
4760

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I tend to work with variables (and display the node or not depending on their values), as the "show once" didn't really work when I tried it...



#6
Loki_999

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I use variables as well, especially as being in a persistent world environment where quite often functions don't work like they were expected to for SP modules.



#7
kamal_

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I tend to work with variables (and display the node or not depending on their values), as the "show once" didn't really work when I tried it...

Show once doesn't work when you have a link to the node. You can select the original node once, and still select any of the links to the node. Variables are the way to go if you insist on show once only.



#8
Jezla

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Okay, thanks for the input!



#9
Dann-J

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I use the 'once per game' node option quite a bit, but I've learned to put any scripts that are necessary to the plot on that first node. That way it won't break the game if the conversation is interupted in any way. Although I tend to also make conversations 'multiplayer cutscene' in order to stop important conversations from being breakable by combat or the escape key (which can backfire if you have nothing but response nodes with conditions on them, none of which are met by the player!).



#10
4760

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Show once doesn't work when you have a link to the node. 

Thanks! I didn't know that, that would explain why I couldn't make it work!



#11
4760

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stop important conversations from being breakable by combat or the escape key (which can backfire if you have nothing but response nodes with conditions on them, none of which are met by the player!).

Another thing I learned today!



#12
Lance Botelle

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Hi,

I made a blog about conversation handling (especially when considering multi-player games). The points I make affect variables set in conversations as well as the conversation node options.

See here:- http://worldofalthea...ouble-with.html

Cheers,
Lance.