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repeated the conversation with the NPC

Aleksandr
Posts: 3
Joined: Sun Jan 08, 2017 5:23 pm

repeated the conversation with the NPC

Postby Aleksandr » Sun Jan 08, 2017 5:25 pm

Hello. How to check that it is repeated the conversation with the NPC? For example, the first meeting of the "Hello," re-encounter "Hello again"

nathanj
Posts: 218
Joined: Sun Sep 25, 2016 5:38 am

Re: repeated the conversation with the NPC

Postby nathanj » Mon Jan 09, 2017 2:22 am

If I understand you, the state of something needs to be changed for the following node to be enabled (and the first node be disabled). For this you would generally changed a quest state from inactive to active.

If you open the dialogue editor you can see nodes that are available will be green and nodes that are not available are red. You can edit dialogue and quest states in real time and follow their changes through the red and green colouring of the dialogue nodes.

Is this what you mean?

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jjahuijbregts
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Re: repeated the conversation with the NPC

Postby jjahuijbregts » Mon Jan 09, 2017 10:55 am

Aleksandr wrote:Hello. How to check that it is repeated the conversation with the NPC? For example, the first meeting of the "Hello," re-encounter "Hello again"


As Nathan suggested a quest could work out nicely here. However, if this is something you'd like to do on a general basis (per npc or so), quests might be a bit overkill and a lot of work to set up. Instead, I'd suggest implementing a custom node that checks if you spoke to the NPC before; Like a custom "if" node.

You can implement your own nodes: http://devdog.io/unity-assets/quest-sys ... stom-nodes and add your own behaviour to the node OnExecute method. Simply set state 'somewhere' (but not on the dialogue object). You can't set the state on the dialogue object, as it's a shared resource, and can therefore be shared between multiple NPC's.

Aleksandr
Posts: 3
Joined: Sun Jan 08, 2017 5:23 pm

Re: repeated the conversation with the NPC

Postby Aleksandr » Tue Jan 10, 2017 7:43 pm

Thanks, I will do, by analogy with "PlayerInputNode" and "http://devdog.io/unity-assets/quest-system-pro/documentation/dialogue/custom-nodes", but with global variables


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