Double posting just to say I've managed something of a workaround for now, in that I finally realised you can make objectives occur simultaneously, and thus tied the extra dialogue to one of those being completed.
> @thay8472 said: > is the prop tied to an objective? In so much that you interact with an invisible object so as to place down a PADD on the table. And I see on the Dialog creation issue. Have created most of mine through dropping in the Talk with Contact option first, so I wonder if that affected things.
Well, as far as I can tell, from having tinkered around with the Default Prompt, it should be one of those things where the state of the button changes. To demonstrate my issue in action: From one of my 'Dialog with Contact' objectives From a blank Default Prompt Popup Dialog for good measure For reference, this is how the…
Apologies for a double post, but just hoping to see if I can get any insight on this. Otherwise I guess I'll just have to publish it and hope for the best.
Oh, the skin stuff I already knew. It was just how to get that ship specifically to appear among a group of varied ships. That said, I may have to concede a bit on escorts it seems. Doesn't feel right to have a moment where the player is just asked to generally ignore other stuff.
> @thay8472 said: > The lowest numbered npc (red dot) in that group will always be the one to spawn. (I.E. if they're numbered 399-405 ... 399 will always be the one to spawn.) Aha, thank you. Will try that when I get home. Reason I ask is because I'm trying to have a big reveal about how many ships the enemy…