Need help here!
Moderator: EN - Forum Moderators
Need help here!
Hello, I need an advice. I am making an investigation now, so I made an introduction dialogue. But I have a problem - how do I update this dialogue? When I got an information to ask about, for example. Thank you!
- drvonkitty
- Posts: 567
- Joined: Sat Apr 14, 2012 12:25 am
- Spoken languages: English
Re: Need help here!
You'll need to use variables to make that happen.
Once an introduction dialogue is complete, the editor automatically hides it. Let's say you want a new introduction dialogue at that location after you find a piece of evidence. After you find that evidence, you need to use a "Reveal introduction conversation" action to reveal the conversation, and you need to set a variable. Let's say "Introduction = 1." Then, in the introduction conversation, you need to use a "Evaluate conditions to redirect the player" action on the first frame, using "Introduction = 1" as your condition. If it fails, you play the first introduction conversation. If it succeeds, you proceed to the second introduction conversation. Usually, I include extra introduction conversations in a location in a hidden talk option. This has the same effect as an introduction conversation but makes things a little easier to organize.
So it'll be a little like this:
Location 1: Evaluate condition goes to "failure frame," plays first introduction conversation, introduction conversation is automatically hidden
Location 2: Player meets condition, reveal introduction conversation at Location 1, set variable
Location 1: Evaluate condition reads that variable and goes to the second introduction conversation, which I normally put in a hidden talk conversation
Once an introduction dialogue is complete, the editor automatically hides it. Let's say you want a new introduction dialogue at that location after you find a piece of evidence. After you find that evidence, you need to use a "Reveal introduction conversation" action to reveal the conversation, and you need to set a variable. Let's say "Introduction = 1." Then, in the introduction conversation, you need to use a "Evaluate conditions to redirect the player" action on the first frame, using "Introduction = 1" as your condition. If it fails, you play the first introduction conversation. If it succeeds, you proceed to the second introduction conversation. Usually, I include extra introduction conversations in a location in a hidden talk option. This has the same effect as an introduction conversation but makes things a little easier to organize.
So it'll be a little like this:
Location 1: Evaluate condition goes to "failure frame," plays first introduction conversation, introduction conversation is automatically hidden
Location 2: Player meets condition, reveal introduction conversation at Location 1, set variable
Location 1: Evaluate condition reads that variable and goes to the second introduction conversation, which I normally put in a hidden talk conversation
- Enthalpy
- Community Manager
- Posts: 5170
- Joined: Wed Jan 04, 2012 4:40 am
- Gender: Male
- Spoken languages: English, limited Spanish
Re: Need help here!
Pechenuxa, could you be more specific about what you want to happen? I can imagine any of the following possibilities:
* The "introduction conversation" does not actually change, but you add a new talk conversation.
* The player sees the "introduction conversation" once, but the dialogue may be slightly different depending on whether the player has this information to ask about.
* If the player goes to the location, leaves, gets the information to ask about, and then comes back, the player will see a second "introduction conversation" telling them they can ask about the new information.
* The "introduction conversation" does not actually change, but you add a new talk conversation.
* The player sees the "introduction conversation" once, but the dialogue may be slightly different depending on whether the player has this information to ask about.
* If the player goes to the location, leaves, gets the information to ask about, and then comes back, the player will see a second "introduction conversation" telling them they can ask about the new information.
[D]isordered speech is not so much injury to the lips that give it forth, as to the disproportion and incoherence of things in themselves, so negligently expressed. ~ Ben Jonson