I am making a quest-based game in GKC, and I need help making dialogue.
Lemme explain:
In the game, you have to talk to a certain character, I’ll call them Nix. The first time you walk into their room, you talk with them, if you select certain options, or ask certain questions, the dialogue will end (for example: You barge into Nix’s room, and they ask what you are doing, if you answer “your sister sent me” the dialogue progresses, if you answer “Sorry, I’ll go…” the dialogue ends). To restart the dialogue and select the CORRECT options, all you have to do is leave, and enter the room again. In the game, after you finish the dialogue (correctly) you get Quest 2 unlocked, and the previous dialogue doesn’t trigger.
My problem:
I need a mechanism for the previous dialogue to close after you read all the text, and select the correct options. And a mechanism to start a NEW dialogue after you complete Quest 2
Are you sure you read it all?
Thats not what I was asking for…
if you need me to explain it more I can
[quote=“vqnillaxx, post:1, topic:18304, full:true”]
Hello! Welcome to my guide! Here’s what you need:
- A prop/sentry of your choice
- A button
- Popups
- Wires
- Confidence
Step 1
Place **down the thing you want to have a chat with.
( I just picked a barrel bc why not)
Step 2
Place a button **down and edit these settings to however you like. (Don’t make the button send on a channel though!)
**P.**S.
Make
sure
the
"Active
Scope"
setting
is
set
to
player.
You
wouldn’t
want
everyone
to
know
you
were
talking
to
something!
Step 3
Place a Popup and change the header text to the thing you’re talking to, and the context text to what they first say to you. (Don’t make the Popup open on a channel though.)
The
reason
is
because
we
will
connect
the
button
and
Popup
with
a wire.
It
should
look
like
this.
Step 4
Change the call to action labels to whatever you want. (The secondary call to action label is optional.)
Step 5
Place another Popup down. Lets say this Popup will open when the first call to action is clicked. You MUST connect the first Popup to the one you just put down. I don’t know what happens if it’s the other way around, but it’ ll probably break something.
If you added a secondary call to action, repeat this step and set the wire to "Secondary call to action clicked"
Step 6
Take your second Popup and edit this however you want. What you want the thing to say is up to you. You can leave the header text or context text blank if you want.
Again, if you added a secondary call to action, just repeat this step.
Step 7
You can repeat step 5 if you want more dialogue, but if you want to end it you can just set the call to action as 'goodbye’ or something. That way when the player selects it, it just makes the player stop talking to them.
And you’re done!
pls tell me if you have questions
Thats still not exactly what I wanted, what I require is a bit more complex.
Wait, I had an idea, lemme try something. if it doesen’t work, I’ll be back.
1 Like
YES!!! Oh my josh how didn’t I think of this before!!! It worked!! Properties to the rescue!
@InkyDarkBird please unlist this, my brain wasn’t braining there for a sec, but i’m good now
@GimSlayer thank you for helping, I’ll mark you as a solution
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