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ompgaming1ompgaming1 Member Posts: 91 Arc User
I am building a mission and I want a dialog box to pop up ONLY if the the player finds a certain object on the map. Is there any way to do this?

I keep trying to set the dialog box to pop up dependent on the object, but it only gives me the ability to tie the dialog to mission associated components, which no longer makes it optional.
Post edited by ompgaming1 on

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  • grylakgrylak Member Posts: 1,594 Arc User
    edited April 2013
    Have you put the dialogue box on the map itself, instead of in the story? Took me ages to figure that trick out. If it's in the story, it will be mandatory. If it's placed on the map, it can be rigged to only appear when the object is interacted with. Or at least the last time I poked in the Foundry it was.
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    A Romulan Strike Team, Missing Farmers and an ancient base on a Klingon Border world. But what connects them? Find out in my First Foundary mission: 'The Jeroan Farmer Escapade'
  • ompgaming1ompgaming1 Member Posts: 91 Arc User
    edited April 2013
    Thanks Grylak, I couldn't get that to work for me, but I was able to get it to work by using the dialog prompt ON the object which works for what I was trying to do.

    Now the dialog only pops IF the player decided to interact with the object. But, its not a requirement for the mission.

    Thanks!
  • kirksplatkirksplat Member Posts: 0 Arc User
    edited April 2013
    ompgaming1 wrote: »
    I am building a mission and I want a dialog box to pop up ONLY if the the player finds a certain object on the map. Is there any way to do this?

    I keep trying to set the dialog box to pop up dependent on the object, but it only gives me the ability to tie the dialog to mission associated components, which no longer makes it optional.

    1. Put an object on the map. It can't be associated with an object interact in the story-board.
    2. Set the object to go invis with 'this component complete."
    3. Add a blue bubble dialog on the map (the blue talk signs you place directly on the map)
    4. Set the dialogue to become visible when a component is complete. Select the first object.

    If you don't want the first object to disappear, put a second version in to replace it. Or, just use an invis object as the first object, placed on top of the other object.

    Back to Basics part 7 explains some of this.

    http://starbaseugc.com/index.php/noob-guides/tutorials-guide/
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