Dialog options [SOLVED]

  • #1, by doroboThursday, 10. January 2019, 10:15 A year ago
    Let's say I have three options for a dialog and when I pick one I want other two to not reaper so that what I pick is final. So my pick leads to certain answer and then maybe I get another three things to comment on that answer etc. Can this be done without scripting with default tools? Maybe something similar is in some game templates?

    p.s. recently i wasn't been able to add images/frames of new characters I make just to test dialog system unless it's a frame of my initial main character. It's weird I think im missing something simple here.

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  • #2, by afrlmeThursday, 10. January 2019, 12:54 A year ago
    There's some options in the dialog system where you can assign a condition or value. it will only show the dialog parts if you are on the correct level &/or condition/value is met. You can use the current dialog level & conditions/values to determine which dialog options should be shown/hidden.

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  • #3, by doroboThursday, 10. January 2019, 13:02 A year ago
    There's some options in the dialog system where you can assign a condition or value. it will only the dialog parts if you are on the correct level &/or condition/value is met. You can use the current dialog level & conditions/values to determine which dialog options should be shown/hidden.
    Great. Thanks. I'll diggin more into that then.

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  • #4, by doroboMonday, 21. January 2019, 09:49 A year ago
    One more thing conserning dialog. Is there a way to set a longer time for text to stay above characters?

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  • #5, by afrlmeMonday, 21. January 2019, 11:35 A year ago
    You can use p tags to control the amount of time text should be displayed.

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  • #6, by doroboTuesday, 22. January 2019, 23:12 A year ago
    You can use p tags to control the amount of time text should be displayed.


    I guess I could've figured out that myself. Thank you. 

    That scrolling issue though. There's no lua code of any kind in my game yet. Here's a video. This happens on the right side of the scene too but not in the middle. 

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  • #7, by afrlmeWednesday, 23. January 2019, 00:05 A year ago
    Very strange. it shouldn't do that unless you use Lua script to adjust the scroll bounding edges to be in the center of the viewport.

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  • #8, by doroboWednesday, 23. January 2019, 08:51 A year ago
    Very strange. it shouldn't do that unless you use Lua script to adjust the scroll bounding edges to be in the center of the viewport.

    It is strange. No lua. And it's not isolated it happens in other similarly setup scenes. There would be the initial scroll into place at the start of the scene when fadein happens. I think it started after one of the recent updates. It was fine before.

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