test content
What is the Arc Client?
Install Arc

Bug? Dialog Trees as "objects" don't work with component complete as triggers.

SystemSystem Member, NoReporting Posts: 178,019 Arc User
OK, this is kind of complicated to explain, but please let me try:

Goal:

A completely optional objective (not part of the story tab) to walk up to and scan a console, and a popup asks," Do you want to kill a few Klingons?" Yes or No. No... leads to failure, meaning that the component of the "dialog tree" doesn't complete. Yes leads to success in the popup, leading to npcs appearing after the dialog tree, as a component, is complete.

Hmm... let me try again.

OK, starting with the dialog tab, create a dialog using "map" option, making a branching dialogue that simply asks "Do you want to Kill Klingons?" "No" leads to failure. "Yes" leads to success.

Now, put in a console. In the maps tab, set the "dialogue tree" to become visible with "component complete." Select the console.

Then, put in a npc group of bad guys. Set them to become visible with component complete, and select the dialog tree as the component.

This should work in theory but it does not. Am I doing something wrong or misunderstanding the use of dialog trees as objects that can be triggered and (possibly) be completed to trigger other events?

I hope that makes sense.
Post edited by baddmoonrizin on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    It seems a Failed even just puts the dialog to the minor interact tab. It will be visible there as Op until you finish it successfully. So you can start over and over from the start until you get the communication right.
    After that, nothing happens.
    It is definetly a bug.
    - Dialogs shoud not be selectable from the Component complete.
    OR
    - The dialog should trigger the event when completed.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Pendra37 wrote: »
    - Dialogs shoud not be selectable from the Component complete.
    OR
    - The dialog should trigger the event when completed.

    Thanks for confirming Pendra.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Kirkfat -- I'm not sure if that's a bug or not. I'll get more info or possibly get one of the programmers in here to clarify. :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    I think I know what you're trying to do, great Idea Kirkfat! That would allow the player choices that could affect the story/objectives of the mission.
    It's unfortunate but though the new multi-tree dialogue options for objectives offer you a choice to see different dialogue, they do not allow for optional sub-objectives in the objective trees yet as far I know.

    I'll have to check again because I'm not sure, but I think there might be a workaround either using the NPC Contacts or your 'flower' trick.

    Perhaps a developer solution would be integrating objective hierarchy and allowing flag of both options as success or splitting the failure flag into two categories (Localized Objective Failure and Mission Fatal Failure) with the L.O. Flag Option marking your failure and perhaps triggering another secondary objective (enemy encounter?) before proceeding to the next objective on the tree like a success would, much like in the new featured episodes.

    Perhaps a simpler and more advantageous, for mission creators/players, solution for the developers would be adding an enemy encounter and other abilities to the advanced dialogue trees, if that's actually doable, providing you with a plethora of options for events within the dialogue trees for contacts. The trouble is that for it to work properly the 'encounter' or other ability would have to be an 'endcap' to the specific tree 'branch' it is attached to.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    I'd really like there to be some sort of optional objectives or even isolated triggers that are not tied to the main story line at all (maybe as part of an over all sub plot or as an easter egg or what have you).

    Branching mission objectives and optional objectives, I still want them and this would allow me to at least have a work around if this works the way I think it does.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Branching dialogs didn't turn out to be what I expected, but they have turned out to be exactly what their name implies.

    I was thinking "story branching", and I'd still like to see something like that. Either allow routing control in the storyline like we have in branching dialogs or allow a mission to contain a primary storyline (objective?) and zero or more optional ones. The latter solution feels cleaner; it would avoid the loops and dead ends that I think Cryptic is trying to save us from with a single linear storyline.

    I would also like to see branched "interactions". It seems that dialogs can only be on people but I definitely want to have similar relationships with technology in game--like I do IRL. (Strokes iPhone.) I'd love to associate something like branching dialog with devices, consoles, computers, derelict starships, etc. and use the triggers on the prompts. Mmm, mmm. Doing similar things with hidden or replacement objects is just too messy for me: they're like the GOTOs of the Foundry.

    Combine branched interactions with optional storylines and gets you to where you want to go. The options open wide up.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Having a "Complete Any" grouping option is a third way to handle this, but I'm having some real trouble with the current Complete All and map transitions within the grouping. I'd prefer an any/all property on "Complete ..." grouping to separate construction elements; other properties like name and ordered/unordered would add some interesting possibilities to groupings.

    Nesting groupings also seems to be create some unexpected results. More on the problems I'm having tomorrow when I've done some more analysis.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Kirkfat -- I'm not sure if that's a bug or not. I'll get more info or possibly get one of the programmers in here to clarify. :)

    I'm sure it's a bug or a design flaw.

    Finishing a dialog when it reaches "success" should register as "component complete" shouldn't it?

    In the other thread "Advanced Dialog" where I mention a regular popup dialog tree in the story doesn't allow you to progress on to the next objective - that also suggests that it is failing to be recognized as "completed".
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    camenecium wrote: »
    Branching dialogs didn't turn out to be what I expected, but they have turned out to be exactly what their name implies.

    This sums my thoughts up perfectly. I was hoping for branching objectives and branching mission arcs, but it was just dialog. Don'y know why I thought it would be anything else. shame on me I a suppose.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    It would be great if we had an option to add triggers to different dialog buttons.

    Like button 1 triggers this and button 2 triggers that (or does nothing in terms of triggering)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Hey Zero,

    Any info on this?

    Thanks!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    It's in the db, but I don't know any more about it yet.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    I don't know how you gonna fix this, but can you please keep a dialog that acts like this bugged one?
    Like the dialog goes to the minor interact and stays there until you hit a Success branch.

    Why is that important?
    This way, you can add persistent hint givers. You "spawn" the dialogs up when you launch the mission and it will be available on the minor interacts through the map. As you progress, different dialog branches can show up giving different hints. Also, this hint is completely optional.
    If you make the map dialog disappeared after the first Fail branch, that would not work anymore.

    Only one minor thing needed: let us change the default 'Op.' text to something more fitting. Like 'Consult Science officer' or 'Query ship database'.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Yes, Pendra is right, a way to "minimize" dialogs would be great as well.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Pendra37 wrote: »
    I don't know how you gonna fix this, but can you please keep a dialog that acts like this bugged one?
    Like the dialog goes to the minor interact and stays there until you hit a Success branch.

    Why is that important?
    This way, you can add persistent hint givers. You "spawn" the dialogs up when you launch the mission and it will be available on the minor interacts through the map. As you progress, different dialog branches can show up giving different hints. Also, this hint is completely optional.
    If you make the map dialog disappeared after the first Fail branch, that would not work anymore.

    Only one minor thing needed: let us change the default 'Op.' text to something more fitting. Like 'Consult Science officer' or 'Query ship database'.

    If you want anyone to see this, you should put your feedback in the feedback forum, please. :)
This discussion has been closed.