Working with Branching Dialogue
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Join Date: Dec 2007
06-05-2012, 07:59 PM
Yes, you can do that. It has to be a map dialogue though, or a default text on a contact. You can have more dialogue buttons appear based off of component complete state. Default text is probably the way to go, if possible, because you can interact with a contact multiple times vs just once for a dialogue (it will be minimized on the player's screen if you use the failed state, but that is a bit clunky).
It cannot be a dialogue that's part of the storyline or a talk to contact that is part of the storyline. However you can easily make a pseudo objective using those tools that is not actually part of the mission plot line.