Lumos said:koteko, you're better off relying on your memory and getting really damn well used to working with the dialogues. Besides, it'll help you out in the long run.
# Root: player option from "pre_talk"
[
anyone|plyr,
"option_talk",
[],
"Do you like me?",
"ask_if_like_me",
],
# A: first possible answer, it doesn't branch
[
anyone,
"ask_if_like_me",
[
# conditions check for this option
],
"Yep a lot. Let's get married.",
"pre_talk",
[],
],
# B: second possible answer, it goes deeper and requires the player to choose something
[
anyone,
"ask_if_like_me",
[
# conditions check
],
"Nope..and do you like me?",
"ask_if_you_like",
[],
],
# BA: first player option for branch B
[
anyone|plyr,
"ask_if_you_like",
[
# conditions check
],
"Mmh not really. We're cool.",
"pre_talk",
[],
],
# BB: second player option for branch B
[
anyone|plyr,
"ask_if_you_like",
[
# conditions check
],
"Yes! You broke my heart.",
"pre_talk",
[],
],
[.....]
Yes, we all do.Computica said:Do you all know how to start a dialog conversation that consist of more than 2 characters?
Thanks, I'm gonna give this a try.MadVader said:Yes, we all do.Computica said:Do you all know how to start a dialog conversation that consist of more than 2 characters?
You alternate between anyone, anyone|plyr and anyone|pther(trp_third_wheel). You can use someone particular instead of "anyone".
The dialogs starting on the world map are actually run in a conversation scene, same as others. As long as you have all the conversation partners spawned in that scene, it works the same.produno said:I'm pretty sure that can't be used on the world map though.
Dialogs always on a scene. Even event triggered dialog (from world map, like a companion with us approaching his/her home town) will set up a scene first. Just spawn the 3rd character too on setting up the scene.produno said:I'm pretty sure that can't be used on the world map though.