Dialog Prompts all jumbled together, why and how can I fix it?
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Join Date: Dec 2007
06-11-2012, 12:49 AM
Originally Posted by
The easiest way is to use a branching map dialogue and use "dialogue prompt reached" trigger to have different results.
Even if the different spawns are actually triggered by interacting with different objects, it's often easier to use a branching dialogue to
Funny, I ended up making alternate variants of invisible objects CREATED from said dialogue xD
Edit: I just hope people will remember to talk to K'rek - otherwise they won't get their second MDC fragment if they released him (and yes, i improved upon your base concept
Re-edit: To be more specific, while Atlas Affair only used the MDC at the end of the mission, I'm using it from the moment the player gets it to branch the story as hard as I can. For example, if you
activate some holograms to assist you, you'll proceed through the Explorer faster, which means that instead of being gassed and taken to the brig, you'll beam into a Starfleet-controlled brig and the Explorer will suffer a lot less casualties.
I'm also thinking of making the MDCs transfer between any sequels for even greater continuity
Re-re-edit: Oh, by the way, when is the 5th mission coming out? I liked the ones so far, other than the fake warp effect that tended to freak me out. I'm even
basing my own mission on Atlas Affair - it just built up to that, forcing me to make the REAL story happen in a later sequel
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