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Multiple Dialog Entries, the cheat!

SystemSystem Member, NoReporting Posts: 178,019 Arc User
I've seen this question come up quite frequently and I've asked it myself as well: "What about multiple dialog entries?"

We're not talking about branching dialogs or having a complex dialog tree, however the current Talk-to and Popup-dialog aren't enough to simulate an actual conversation where the Player's Captain appears to actually talk to an NPC, something that I feel can help stimulate the Player's imagination by reinforcing the illusion that the Player is actually asking questions or making statements to the NPC rather than simply acknowledging one pop-up dialog after another.

Setting up multiple dialogs isn't supported by the Foundry tool set. The steps listed below however produce a simulation of a conversation between the player and an NPC contact:

  1. To set up the conversation, you must hide multiple copies of interactive objects that the Player can interact with. I chose the Light Ray Small Effect object and placed 3 copies of it under the NPC.

  2. After the objects are in place, you can use them in a [Complete All] mission goal so that each interaction appears together with all the other interactions as multiple entries in the Interaction Window.

  3. Then, I laid out popup-dialogs for each interaction mission-goal, and that's it, basically.
The Player can then select to activate any of the interactions, which in turn trigger the popup dialogs as demonstrated by the set-up in this image.

That's basically it. It looks kind of ugly because the player is actually interacting with an invisible object, and this trick doesn't allow for a fluid conversation without a very involved set up, but it's a start, and I hope it helps. ;)
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Ooohhh... very nice.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    LordDave wrote: »
    Ooohhh... very nice.
    Thanks! :)

    I'm currently publishing my story mission, which the above simulated conversation is a part of, as Project Revava 'Beta v0.3'. The conversation appears on the last map, U.S.S. Epiphany Cargo Bay #4. Tell me what you think?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    The visual set up is really nice, so I wanted to repost your sbugc post. This is awesome!

    http://starbaseugc.com/index.php/uncategorized/multiple-dialog-entries-the-cheat/

    All hail LoP!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Excellent idea!

    Thanks to using [Complete All], you can mix dialog sequences as well as multiple dialog options. Of course, you still can't branch and have the user use only some options, but for information dump and a more non-linear feeling, this is awesome.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    One of the best solutions (and the neatest) I've seen so far. I was struggling with this until your posting - thanks for this!!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Thanks guys! :)

    I think that for now, if Cryptic allowed us to individually set the "Talk to <NPC>" prompt in every Talk-to mission-goal, we'd be able to simulate the same effect I've managed to, but a lot easier and with more straight-forward interaction from the Player.

    How about that Cryptic? Can we have that as a temporary solution perhaps... pretty please? :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Wow, this is a clever solution.

    I was working on placing multiple NPC contacts at the same location--it worked ok with two (sometimes), but when I added a third, positions and animations would vary enough so it didn't look ok anymore. Plus, you didn't have the buttons you could control the text in. At least I know what a Gorn with three heads looks like.

    Anyway, your idea is much more elegant and workable. Thanks for sharing.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Yes, this will be very handy indeed... I can feel the gears grinding in my head for the Finale to my Masterpiece Epic...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Yes, this will be very handy indeed... I can feel the gears grinding in my head for the Finale to my Masterpiece Epic...
    Gears... Of... War! (sorry, couldn't resist) ;)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Excellent Idea...I'm gonna try to find a way to implement this idea into my missions.

    Thanks!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    A big thank you to @Ashter who told me about [Desert Rock XS 02] objects that would make a much better replacement to the Light Ray objects I was using! :)

    Thanks @Ashter.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I wasn't certain if this was your approach from your original post, but when I replicated your suggestion , I used any old object and gave it a negative y so that it wasn't visible but still close to the NPC. Seemed to work just fine.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I wasn't certain if this was your approach from your original post, but when I replicated your suggestion , I used any old object and gave it a negative y so that it wasn't visible but still close to the NPC. Seemed to work just fine.
    Yes, any old object will do as long as it's under the map. Kirkfat uses Volcanic Flowers in his video tutorial of this little trick! :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Yeah... I'm Digging the volcanic flowers...
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