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Dialogue Tree Options

Few questions on dialogue trees:
1. Is there an easy way to have multiple options lead to multiple more options without having to create a new conversation for each time I want more than one option? There any way to use the inspector and keep it simple?
2. There any way to delete dialogue options once a player has selected that option?
3. This might be a stupid question, but how do you return to the first dialogue tree option? Would you just use a node to wrap back to the start of the inspectors nodes?

Comments

  • 1. A new Conversation is required if you want to display a new set of options, but it's not complex.  Option labels can all be defined in the Conversation Inspector, but the logic handling for the entire dialogue tree all set within a single ActionList.  For a tutorial on managing Conversation logic within a single ActionList, see these tutorials:

    https://adventurecreator.org/tutorials/creating-conversation
    https://adventurecreator.org/tutorials/creating-conversation-2

    Also know that Dialogue System is compatible with AC as an alternative approach to adding conversations.

    2. The Dialogue: Toggle option can be used to show/hide Conversation options at runtime.

    3. If you build your Conversation logic within a single ActionList (by checking Override defaults? in the Dialogue: Start conversation Action) then you can display the options at any time by having your Action chain connect back onto that original Action.  It is recommended to rely on the ActionList Editor window, rather than the Inspector, when building complex Action chains.
  • To confirm, for number 2, would that solution make it so that if a player hits option 1, goes through it, then returns to the main dialogue window, option 1 would be gone?
  • If the Dialogue: Toggle option Action is included in the chain of Actions that run when option 1 is clicked on, yes.
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