Multiple dialogue areas for a single character

  • #1, by BarneyThursday, 26. September 2013, 14:02 7 years ago
    I intended not to use the standard dialogue window at the bottom of the screen which is common amongst adventure games and instead put the dialogue area close to the person the hero is speaking to. Naturally, this would mean that this area has to be put in a different place each time the hero speaks to a new character (depending on where they are standing, so as not to obscure the view). However, it seems that you can designate only one dialogue area for a character, which will be used in all conversations.
    Is there a way around this?

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  • #2, by afrlmeThursday, 26. September 2013, 14:35 7 years ago
    Daedalic created a custom dialog interface system for their "Chains of Satinav" game but without going over their script for it, I can't really say.

    I don't see anything in the data structure list for positioning the dialog box interface.

    an alternative solution would be to not use the actual dialog system & instead use an interface & image files of the dialog questions & multiple buttons, values & conditions etc to determine what should be displayed.

    edit* actually there is an a data structure command for the dialog box position "CharacterDialogArea" but it is read only according to the data structure page.

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  • #3, by BarneyThursday, 26. September 2013, 23:08 7 years ago
    an alternative solution would be to not use the actual dialog system & instead use an interface & image files of the dialog questions & multiple buttons, values & conditions etc to determine what should be displayed.

    I think it would be easier to create multiple copies of the character with unique dialogue areas and then switch them when the dialogue starts. Seems like a giant hassle though. Guess I'll have to do without this feature.

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  • #4, by afrlmeFriday, 27. September 2013, 00:34 7 years ago
    yeah sorry. maybe David or Alex can make the CharacterDialogArea data structure command writable for next release...

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  • #5, by BigStansFriday, 27. September 2013, 02:14 7 years ago
    "read" is not exaclty we mean with "scriptable". Sure, we can make VCharacterDialogArea writeable ? xD I'm very unsure about this. But what happens if you set something up before "setDialog" (VCharacterDialogArea) was called? ;P

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  • #6, by afrlmeFriday, 27. September 2013, 11:31 7 years ago
    hmm?

    read only is when we can only obtain information from the data structure table, which we can print out the info to the log file or use in an if query.

    scriptable/writeable would be so that we can change/edit the data contained in the data structure table...

    what do you mean set something up before it's called?

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