Working with Branching Dialogue
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Join Date: Dec 2012
12-08-2012, 06:37 PM
Originally Posted by
Kirkfat (Archived Post)
Yeah, you can do this best with npc default dialogues hidden in objects. That way they can be talked to over and over again, and depending on what you do with triggers, they will say different things or give different options with dialog prompt triggers.
I do this with npcs in branching dialogue part 2. There are naughty tribbles.
I have a default dialogue with several buttons set to become hidden on This Component Complete. I only want that branch to be taken once. Its not working. Everytime I interact with the object all the butons are there. Any suggestions?