The problem is, my text gets cut off half way through what I've written. I've noticed that when playing reg. games and the NPCs have more to say, you just click continue and the next part of the message comes up, some are 3 to 5 pages long. How can I do this without having to add more Contact Tasks or without using the Popup Dialog?
You could do either one. It depends on what the situation you think calls for. If you just want to have a short conversation, I think multiple pop up dialog boxes are best. You don't have to keep pressing the action key before the dialog continues.
The problem is, my text gets cut off half way through what I've written. I've noticed that when playing reg. games and the NPCs have more to say, you just click continue and the next part of the message comes up, some are 3 to 5 pages long. How can I do this without having to add more Contact Tasks or without using the Popup Dialog?
I did it by going from a talk to contact into a Popup Dialog. This does cause a slight blink in the conversation window though.
If what you saw was smooth, you were most likely dealing with a non-contact NPC, coupled with an object to interact with that is buried under the world. That interaction then tirggers a pop up dialog. Tutorial of how to set that up can be found in this thread. The downside to this method is no mark above the contact's head.
Haha, why I decided not to point the OP to the thread is beyond me. I guess I forgot I looked at it earlier today. Anyways, good luck with your mission OP
Anyway, currently, we're restricted to pop-up dialogs that are initiated by either Talk-to or Interact objectives. The road map for the Foundry however includes multiple dialogs, if I recall correctly, so I expect to revise my mission(s) as soon as new features hit the Foundry.
For now however, the best way I've found to simulate multiple entry dialogs is plant a series of small objects under an NPC (whether it's a contact or just a NPC group-member is up to you) and attach pop-up dialogs to interaction objectives. It works nicely, especially if you add some proper conversational emote animations!
Another thing... Can we not enter "Multiple" choice options in a Talk to Contact dialog? Kind of like when you are talking to the Breen and you need yo Choose the right thing to say... Or just asking more questions like you can on the Defari Homeworld when you talk to the guy up the stairs... One question and sentence leads to another thread, then press a BACK button to try another? That's another thing... Can we change the attribute to the CONTINUE button to like NEXT or BACK and it will actually do that? or is that not open yet?
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I did it by going from a talk to contact into a Popup Dialog. This does cause a slight blink in the conversation window though.
If what you saw was smooth, you were most likely dealing with a non-contact NPC, coupled with an object to interact with that is buried under the world. That interaction then tirggers a pop up dialog. Tutorial of how to set that up can be found in this thread. The downside to this method is no mark above the contact's head.
Anyway, currently, we're restricted to pop-up dialogs that are initiated by either Talk-to or Interact objectives. The road map for the Foundry however includes multiple dialogs, if I recall correctly, so I expect to revise my mission(s) as soon as new features hit the Foundry.
For now however, the best way I've found to simulate multiple entry dialogs is plant a series of small objects under an NPC (whether it's a contact or just a NPC group-member is up to you) and attach pop-up dialogs to interaction objectives. It works nicely, especially if you add some proper conversational emote animations!
Another thing... Can we not enter "Multiple" choice options in a Talk to Contact dialog? Kind of like when you are talking to the Breen and you need yo Choose the right thing to say... Or just asking more questions like you can on the Defari Homeworld when you talk to the guy up the stairs... One question and sentence leads to another thread, then press a BACK button to try another? That's another thing... Can we change the attribute to the CONTINUE button to like NEXT or BACK and it will actually do that? or is that not open yet?