Working dialogue text displayer and answer options in (trigger) zone tip
The dialogue text displayer is considered a bit of a weird gadget in Dreams. While useful in theory for multi-answer dialogue branches in games, it had one major drawback: When it appeared on the screen, it would stay there until you pressed the answer, no matter whether you connected it up with a trigger zone or not. Even the mighty TAP Giles said so in his Dreams documentation.
Well, we found a way to power the dialogue text displayer off when you leave the zone, with the help of a trigger zone, a counter, a NOT-gate, and a seperate chip for the dialogue itself where nodes power the dialogue options and the text displayer power on and off. When you leave the zone, the dialogue starts anew.
Video available here, the right side of the left chip is important (the tag could also be a trigger zone). Hope it helps:
I believe this is not widely known so I wanted to share it again.
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I remember I had to use Exclusive Gates to trigger dialogue boxes because of this issue, so that only one dialogue could be on screen at a time. This seems like an even better solution though, as you can power off the dialogue if needed. Thanks for sharing!
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Interesting... I'm not quite clear on what your setup is. Are you basically not using a dialogue displayer at all?
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gek0h: Yeah, exclusive gates are really good for this. I also use them when two NPCs stand close to each other.
TAPgiles I am using the dialogue text displayer. The second chip with the dialogue options (for answers) are all dialogue text displayers. The node has wires to their power as well as all the individual answer options. And these are also hooked up to the second node. For me this makes creating dialogue branches a lot more convenient, as I only need one dialogue text displayer per "question - answer" interaction, and it all is less cluttered. And the counter powers the node on and off. Do you want me to replicate this method and send it to you in Dreams?
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