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Archived Post 12-16-2010 07:26 PM

Multiple Dialog Entries, the cheat!
I've seen this question come up quite frequently and I've asked it myself as well: "What about multiple dialog entries?"

We're not talking about branching dialogs or having a complex dialog tree, however the current Talk-to and Popup-dialog aren't enough to simulate an actual conversation where the Player's Captain appears to actually talk to an NPC, something that I feel can help stimulate the Player's imagination by reinforcing the illusion that the Player is actually asking questions or making statements to the NPC rather than simply acknowledging one pop-up dialog after another.

Setting up multiple dialogs isn't supported by the Foundry tool set. The steps listed below however produce a simulation of a conversation between the player and an NPC contact:
  1. To set up the conversation, you must hide multiple copies of interactive objects that the Player can interact with. I chose the Light Ray Small Effect object and placed 3 copies of it under the NPC.

  2. After the objects are in place, you can use them in a [Complete All] mission goal so that each interaction appears together with all the other interactions as multiple entries in the Interaction Window.

  3. Then, I laid out popup-dialogs for each interaction mission-goal, and that's it, basically.
The Player can then select to activate any of the interactions, which in turn trigger the popup dialogs as demonstrated by the set-up in this image.

That's basically it. It looks kind of ugly because the player is actually interacting with an invisible object, and this trick doesn't allow for a fluid conversation without a very involved set up, but it's a start, and I hope it helps. ;)

Archived Post 12-16-2010 08:01 PM

Ooohhh... very nice.

Archived Post 12-16-2010 08:19 PM


Originally Posted by LordDave (Post 3229854)
Ooohhh... very nice.

Thanks! :)

I'm currently publishing my story mission, which the above simulated conversation is a part of, as Project Revava 'Beta v0.3'. The conversation appears on the last map, U.S.S. Epiphany Cargo Bay #4. Tell me what you think?

Archived Post 12-16-2010 08:37 PM

The visual set up is really nice, so I wanted to repost your sbugc post. This is awesome!

All hail LoP!

Archived Post 12-17-2010 01:19 AM

Excellent idea!

Thanks to using [Complete All], you can mix dialog sequences as well as multiple dialog options. Of course, you still can't branch and have the user use only some options, but for information dump and a more non-linear feeling, this is awesome.

Archived Post 12-17-2010 02:06 AM

One of the best solutions (and the neatest) I've seen so far. I was struggling with this until your posting - thanks for this!!

Archived Post 12-17-2010 06:59 AM

Thanks guys! :)

I think that for now, if Cryptic allowed us to individually set the "Talk to <NPC>" prompt in every Talk-to mission-goal, we'd be able to simulate the same effect I've managed to, but a lot easier and with more straight-forward interaction from the Player.

How about that Cryptic? Can we have that as a temporary solution perhaps... pretty please? :D

Archived Post 12-17-2010 09:23 AM

Wow, this is a clever solution.

I was working on placing multiple NPC contacts at the same location--it worked ok with two (sometimes), but when I added a third, positions and animations would vary enough so it didn't look ok anymore. Plus, you didn't have the buttons you could control the text in. At least I know what a Gorn with three heads looks like.

Anyway, your idea is much more elegant and workable. Thanks for sharing.

Archived Post 12-17-2010 10:19 AM

Yes, this will be very handy indeed... I can feel the gears grinding in my head for the Finale to my Masterpiece Epic...

Archived Post 12-17-2010 10:42 AM


Originally Posted by Napoleon_BlownApart (Post 3230939)
Yes, this will be very handy indeed... I can feel the gears grinding in my head for the Finale to my Masterpiece Epic...

Gears... Of... War! (sorry, couldn't resist) ;)

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