Working with Branching Dialogue
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Join Date: Dec 2012
12-08-2012, 07:14 PM
Originally Posted by
I don't think This Component Complete works with buttons. You need to use Dialogue Prompt Reached. Unfortunately, Dialogue Prompt Reached currently doesn't allow you to select Default Text. Instead you'll have to use a map dialogue.
If it's a person you want the player to talk to just place an invisible object 10 feet as the trigger for the dialogue, and set the interact duration to instant.
Then with the map dialogue you can select the text box of each branch and use that to hide the button for that branch.
Thanks, that's what I concluded. So we are still back to invis objs.
The problem with a map dialogue is everyone in the mission sees it on their screen. I just want the person interacting with the dialogue to see it.