Rihannsu
Join Date: Jun 2012
Posts: 12,125
How does it work? Does it work?

Every time I try to set visibility of a dialogue branch it tells me it can't find any dialogue triggers to use.
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Career Officer
Join Date: Jun 2012
Posts: 844
# 2
12-11-2012, 09:58 PM
Quote:
Originally Posted by markhawkman View Post
How does it work? Does it work?

Every time I try to set visibility of a dialogue branch it tells me it can't find any dialogue triggers to use.
Yes it works, but you need to use map dialogues. You can't use dialogues in the storyline. A lot of times I simply don't even use storyline dialogues anymore because they aren't as adaptable.


Click here for my Foundry tutorial on Creating A Custom Interior Map.
Rihannsu
Join Date: Jun 2012
Posts: 12,125
# 3
12-12-2012, 06:24 AM
I'm trying to do this with a default dialogue on an NPC. what kind of dialogue do I have to change it to to make it work?
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Captain
Join Date: Jun 2012
Posts: 2,969
# 4
12-12-2012, 07:57 AM
Quote:
Originally Posted by markhawkman View Post
I'm trying to do this with a default dialogue on an NPC. what kind of dialogue do I have to change it to to make it work?
triggers set to dialog prompts only work with the blue talk icons placed directly on a map, although you can trigger the dialogues of a default to appear with other objectives.
Rihannsu
Join Date: Jun 2012
Posts: 12,125
# 5
12-12-2012, 08:18 AM
hmm... what about reaching location markers? Could I put location markers(non-quest) at NPC locations and use whether those have been reached as a trigger?

What I want to do is have NPCs show different dialogue options depending on what other NPCs you've already talked to.
HAIL HYDRA!

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I can haz joystick!
MMOs aren't charities. Corporations are supposed to make a profit. It's what they do.
Captain
Join Date: Jun 2012
Posts: 2,969
# 6
12-12-2012, 08:47 AM
Quote:
Originally Posted by markhawkman View Post

What I want to do is have NPCs show different dialogue options depending on what other NPCs you've already talked to.
This might work for you: http://starbaseugc.com/index.php/sto...alogue-part-2/
Career Officer
Join Date: Jun 2012
Posts: 1,497
# 7
12-12-2012, 01:43 PM
Is talking to the NPCs an objective? You can hook it up to that

Check out my Foundry missions:
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Captain
Join Date: Jun 2012
Posts: 547
# 8
12-12-2012, 02:09 PM
Set it up as a completion trigger,
put an invisible object under the target contact as component,
have the interact labeled,
"Speak with [Name Here]"
Set time to instant, no animation.

That's how I pull it off. However, you can have a dialog's end complete an objective like you can with a normal dialog. But, it can be sometimes easy to work around, especially if those dialogs are non-objective based.
Rihannsu
Join Date: Jun 2012
Posts: 12,125
# 9
12-12-2012, 04:02 PM
Quote:
Originally Posted by zorbane View Post
Is talking to the NPCs an objective? You can hook it up to that
No, no it's not.

thanks Nagorak! That worked! I didn't think to try component complete on non-story NPCs.
HAIL HYDRA!

-=-=-=-=-=-=-=-=-=-
I can haz joystick!
MMOs aren't charities. Corporations are supposed to make a profit. It's what they do.
Rihannsu
Join Date: Jun 2012
Posts: 12,125
# 10
12-17-2012, 07:24 PM
Hmm... well, I learned something today.

You can add multiple NPCs as requirements to unlock a new dialogue option. BUT this uses OR logic, not AND. Hmm.....
HAIL HYDRA!

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