Problems with dialouge device

So I want to make it to where the NPC is given an item, the attempt to purchase from a vending machine fails and activates another dialouge but the first dialouge is deactivated and can no longer be accessed. I have been trying for a while (and searched first) but I can not figure out how to do this. Can someone help figure this out?

perhaps you could make a boolean and use a checker? i dont have season pass so idk if that could work

make a boolean to see if the vending machine has failed yet (default value false) and make it true when conditions are met
then use a checker- if boolean is false then use dialouge 1; if boolean is true then use dialouge 2

also, i dont quite understand what youre going for
is the npc buying from the vending machine or is it the player that buys from the vending machine?

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Basically they are asking for different things like first they want stone, they wants bannanas (or something), etc etc. But like I don’t want the previous dialogues to have to be pressed to get to a future dialogue. Also the whole point of the vending machine is just a simple way to continue to the next dialogue.

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so if i understand correctly
you want to make a fetch quest?
is the vending machine what you use to check if the player has the required item? (how exactly do you use the vending machine if no)

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That’s pretty much it yes. But no, that’s not what the vending machine is for, the whole point of it is when you give the stone to the NPC through a dialogue call to action, it attempts to buy it but you can only get ONE stone and it requires TWO stone to buy. That way we wire the vending machine to the 2nd dialogue which is attempt to purchase fails - > open dialogue, but I just want it to be where you don’t have to go back to past dialogues (honestly I know a checker would be better and less memory consuming so I will probably eventually switch to that).

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i feel like a working [1] solution might be to make a number property that checks the step of the quest the player is on (stone? banana? apple?) via numbers (1 = stone, 2 = banana) (only one to save on memory but it would prob be fine if you used multiple booleans instead)
and a checker for the npc
see what value the property is at everytime you talk to the npc and play the corresponding dialouge for that stage

and a vending machine would prob work for checking if the player has the materials needed to progress to the next part of the quest

(also im assuming that you have more than two items required for the quest)

the checker is to check the property and see what dialouge should run


  1. maybe ↩︎

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Yes this will definitely work. Thanks!

But what is the point of the checker for the NPC? Are they checking the item the NPC needs or what? You didn’t explain that well lol.

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