Foundry question -dialog
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Join Date: Dec 2007
04-04-2011, 06:43 PM
Originally Posted by
Did you see part 2 of my branching dialogue video? You can make different buttons of a default text appear and disappear based on different objectives, and you can return to the npc over and over again. So, you can tie in optional stuff and objectives pretty easily that way.
Am I missing what you're requesting, here?
Hey, kirkfat, I've used alot of your videos to get me going on my missions as well they're great!
That option is definitely better than what I suggested (martini technique from your vid as well ha). I didn't even know you can have hide states for dialog buttons. Gives me options.