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Triggering different actions with dialog?

Is there a way to get triggers for different actions within dialog e.g.

Access alien computer

Option 1: Hack it
Option 2: bypass isolinear lockouts

Can you make it so that the wrong option, in this case option 2, spawns enemies and option 1 just allow you to continue the mission normally?

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  • spiritbornspiritborn Member Posts: 4,258 Arc User
    tomebe11 wrote: »
    Is there a way to get triggers for different actions within dialog e.g.

    Access alien computer

    Option 1: Hack it
    Option 2: bypass isolinear lockouts

    Can you make it so that the wrong option, in this case option 2, spawns enemies and option 1 just allow you to continue the mission normally?
    You can set mob spawns to trigger on certain dialog options, you can't set killing/defeating them as a objective though.
  • tomebe11tomebe11 Member Posts: 19 Arc User
    spiritborn wrote: »
    tomebe11 wrote: »
    Is there a way to get triggers for different actions within dialog e.g.

    Access alien computer

    Option 1: Hack it
    Option 2: bypass isolinear lockouts

    Can you make it so that the wrong option, in this case option 2, spawns enemies and option 1 just allow you to continue the mission normally?
    You can set mob spawns to trigger on certain dialog options, you can't set killing/defeating them as a objective though.

    Where can you set that? I couldn't seem to find it.
  • thegreendragoon1thegreendragoon1 Member Posts: 1,872 Arc User
    Hey, Tombe. Here's what you do:
    1. Place a console.
    2. Set an interact with object objective tied to the console
    3. Add a map dialog to your map and set it to trigger when the same console is interacted with. (Note: map dialogs are placed directly on the map, not in the objectives.)
    4. Add your "Hack it/isolinear bypass" dialog to this map dialog. The dialog will branch with one branch being the correct option and the other being the incorrect one.
    5. Place your enemy group and set it to trigger on "dialog prompt reached" and select your map dialog. Then select the specific dialog box that matches your failed branch.

    If the player selects the wrong path, the enemies spawn in. Either way, the story continues on. Depending on how your mission is structured, you may want to limit the console to only be visible while the objective is active so that the map dialog can't be triggered prematurely. In this case, you'll need to spawn copies of the console before and after the objective so that the real console is only around while it needs to be.
  • tomebe11tomebe11 Member Posts: 19 Arc User
    edited September 2018
    Hey, Tombe. Here's what you do:
    1. Place a console.
    2. Set an interact with object objective tied to the console
    3. Add a map dialog to your map and set it to trigger when the same console is interacted with. (Note: map dialogs are placed directly on the map, not in the objectives.)
    4. Add your "Hack it/isolinear bypass" dialog to this map dialog. The dialog will branch with one branch being the correct option and the other being the incorrect one.
    5. Place your enemy group and set it to trigger on "dialog prompt reached" and select your map dialog. Then select the specific dialog box that matches your failed branch.

    If the player selects the wrong path, the enemies spawn in. Either way, the story continues on. Depending on how your mission is structured, you may want to limit the console to only be visible while the objective is active so that the map dialog can't be triggered prematurely. In this case, you'll need to spawn copies of the console before and after the objective so that the real console is only around while it needs to be.

    Thank you greendragoon1. I did it and it works exactly how I want and need. Many Thanks
    Post edited by tomebe11 on
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