I know dialogs can branch, but can maps?, here's an example.
One of the dialogs (a reply from a planet hail) has something like:-
Hello [rank]
We are a peaceful race and scans of your ship show you have weapons of destruction, explain...
The dialog can be branched according to the reply, so 1 reply could be:- "The prime directive only allows us to use these weapons for defensive purpose only, we would rather use talk to negotiate
and another would be:- Stop being foolish, our scans show you also have weapons of a much more destructive nature, unless you surrender to a search we will have no option to use force.
Then if dialog 2 is chosen, then a new map is loaded for ground and/or space combat, but if dialog 1 is chosen, then another map is loaded to follow a peaceful story line with no combat.
The above is only an example.
I don't see how this can be done using the current system, looking at the way the dialogs work, it seems only the dialogs can branch to new dialogs and not new maps.
I know dialogs can branch, but can maps?, here's an example.
One of the dialogs (a reply from a planet hail) has something like:-
Hello [rank]
We are a peaceful race and scans of your ship show you have weapons of destruction, explain...
The dialog can be branched according to the reply, so 1 reply could be:- "The prime directive only allows us to use these weapons for defensive purpose only, we would rather use talk to negotiate
and another would be:- Stop being foolish, our scans show you also have weapons of a much more destructive nature, unless you surrender to a search we will have no option to use force.
Then if dialog 2 is chosen, then a new map is loaded for ground and/or space combat, but if dialog 1 is chosen, then another map is loaded to follow a peaceful story line with no combat.
The above is only an example.
I don't see how this can be done using the current system, looking at the way the dialogs work, it seems only the dialogs can branch to new dialogs and not new maps.
No, about the only thing you can do to come close is use map-based dialog bubbles, combined with triggers that have different consequences. See part 7 (I think) of the new "Back to Basics" tutorials at Starbaseugc.com.
I've seen missions that have two "maps" built on the same map and then use triggers to show one or the other, but that's as close as you get. When it comes to the Story tab, any thing present of the storyboard, must happen.
Comments
No, about the only thing you can do to come close is use map-based dialog bubbles, combined with triggers that have different consequences. See part 7 (I think) of the new "Back to Basics" tutorials at Starbaseugc.com.
Noob guides --> tutorials guide.