New Tutorial: Making an inamimate object a contact
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Join Date: Dec 2007
05-26-2011, 11:15 AM
Back then, January 2011 or December 2010, I remember having no states/triggers and linear dialogs. All you could've done was hide several small Detail objects (e.g. rocks and flowers) and Contact NPC's inside other Detail objects to accomplish multiple-option dialogs but I don't see where that would give you any kind of branching really.
I was confused then, when you first introducing your mission, and I'm confused now since to me branching implies a tree of options and being able to hide and reveal nodes depending on states and we definitely couldn't do that before states/triggers and dialog trees were added.