Just as the title states...i've been messing around with the Dialogue objective, but i can't seem to get it working as i want it to. The dialogue actually triggers from an item that is clicked on, not an NPC.
Make a duplicate of the door. The first one will disappear when the objective will be completed, the second one will appear at the same time. The cheat? The second door can now be opened, but only by hand. If you want a opening animation while in dialog, it's not doable at the moment.
Make a duplicate of the door. The first one will disappear when the objective will be completed, the second one will appear at the same time. The cheat? The second door can now be opened, but only by hand. If you want a opening animation while in dialog, it's not doable at the moment.
Ok...how about just removing one door (the fake) with one that cna be opened (the real one)?
That's what I said. "Disappear When" will remove the door that the player talked to, but couldn't open by hand. After the dialogue, the door will vanish and on the same spot will appear a door that the player can't talk to, but can interact with (open it).
That's what I said. "Disappear When" will remove the door that the player talked to, but couldn't open by hand. After the dialogue, the door will vanish and on the same spot will appear a door that the player can't talk to, but can interact with (open it).
Ok, gotcha...i think i got that part nailed down. But how do i link the swapping of the fake door with the real door to a dialogue? The dialogue objective just automatically assigns an NPC itself.
You can do it as Objective Completed. If the players objective was to talk to a door, when he finishes then that objective is completed (you make the fake door disappear on Objective Completed and the real one appear on the same objective).
Or you can do it as Dialogue Prompt. It will list you the dialogue trees. There's got to be a tree to the dialogue of the door.
I think this kind of thing is easier to handle with an invisible wall covering up the locked door. The player won't be able to reach the door because of the invisible wall (which can have a dialog attached that explains that the door is locked, if you wish). Once you want the door to be opened, just remove the invisible wall. The player still needs to open it manually, but this is about as simple as it gets. It's also really easy to line up properly, and looks good.
Ok, maybe a better explenation of what i want to do is in order, as i don't want to have the dialogue on the door or invisible wall.
When the player interacts with the door, the quest advances telling the player that the door is locked and that they have to find some way to open it. There are various torches around the room, all have dialogue, but only one of them has the response that will open the door, or in other words, remove the fake door and replace it with the real door or remove the invisible wall.
On second thought, there's a different trick that might work. Add the invisible wall. Make it interactable. Set required item to some bogus item you're not actually including in the quest (though you have to make it in the Foundry), and the failure text to the description you mention about having to find a different way. This way you don't have to use a dialogue for the invisible wall, and you can still remove it as you wish later.
The quest journal won't change though, but clever goal descriptions can get around that.
On second thought, there's a different trick that might work. Add the invisible wall. Make it interactable. Set required item to some bogus item you're not actually including in the quest (though you have to make it in the Foundry), and the failure text to the description you mention about having to find a different way. This way you don't have to use a dialogue for the invisible wall, and you can still remove it as you wish later.
The quest journal won't change though, but clever goal descriptions can get around that.
How do i remove the invisible wall through dialogue?
On its righ=click options there is a drop down menu "disappear when" and chose the dialogue option you want to make it go away. The dialogue chosen can be from any dialogue in the quest.
Removing the Grey Mask NW-DJ56XFK6G My first installment in the Rise of Shadovar Campaign.
On its righ=click options there is a drop down menu "disappear when" and chose the dialogue option you want to make it go away. The dialogue chosen can be from any dialogue in the quest.
Thanks a lot...feeling a bit stupid for not figuring that out sooner and on my own, considering i've messed around with those options already, but oh well >.<
Ok, hopefully this is the last question regarding this topic. I got the entire setup working great, but is there a way to change the dialogue that pops up when the player interacts with the lever that opens the door after the door is opened?
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kamaliiciousMember, NW M9 PlaytestPosts: 0Arc User
Ok, hopefully this is the last question regarding this topic. I got the entire setup working great, but is there a way to change the dialogue that pops up when the player interacts with the lever that opens the door after the door is opened?
You would have to swap out the lever for another lever in the same spot, objects can not have two conversations or have any kind of conditional on the first node.
You would have to swap out the lever for another lever in the same spot, objects can not have two conversations or have any kind of conditional on the first node.
Was afraid of that, oh well, thanks for the reply
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kamaliiciousMember, NW M9 PlaytestPosts: 0Arc User
Just be glad you didn't already do it. You used to be able to, and Cryptic changed it. Foundry quests now gave errors, but the error message was so unhelpful it's a forum sticky.
Comments
It started with a burglary
Then it got friendly
But it ended badly
Ok...how about just removing one door (the fake) with one that cna be opened (the real one)?
It started with a burglary
Then it got friendly
But it ended badly
Ok, gotcha...i think i got that part nailed down. But how do i link the swapping of the fake door with the real door to a dialogue? The dialogue objective just automatically assigns an NPC itself.
Or you can do it as Dialogue Prompt. It will list you the dialogue trees. There's got to be a tree to the dialogue of the door.
It started with a burglary
Then it got friendly
But it ended badly
When the player interacts with the door, the quest advances telling the player that the door is locked and that they have to find some way to open it. There are various torches around the room, all have dialogue, but only one of them has the response that will open the door, or in other words, remove the fake door and replace it with the real door or remove the invisible wall.
The quest journal won't change though, but clever goal descriptions can get around that.
How do i remove the invisible wall through dialogue?
NW-DJ56XFK6G
My first installment in the Rise of Shadovar Campaign.
Thanks a lot...feeling a bit stupid for not figuring that out sooner and on my own, considering i've messed around with those options already, but oh well >.<
Was afraid of that, oh well, thanks for the reply