Alaniata wrote: Fri Feb 25, 2022 12:21 pm
Alright. I'm kinda new to the CSC and trying to figure what all the buttons do. I got a couple of problems I need help with (more will surely follow):
1. How do you make dialogue dependent? I want the greetings to go away after the first conversation. And I also wanna activate a dialogue when sitting in the chairs by the fire.
There are a couple of ways to do this: (1) using Alternate Dialogue or (2) using an On Dialogue Start event. Examples below (assuming Amy is the character talking).
(1) Create dialogue line 0 with text "Hello, nice to meet you." Add an alternate dialogue with text "Hello again" with a criteria Met By Player: Amy: True. The first time you talk to Amy, she will say "Hello, nice to meet you." After that she'll say "Hello again." The player's response options will be the same in both cases.
(2) Create dialogue line 0 with text "Hello, nice to meet you." Create dialogue line 1 with text "Oh, it's you again. What do you want now?" Back on dialog line 0, add an On Dialogue Start event Dialogue: Amy: Trigger: 1 with a criteria Met By Player: Amy: True. The first time you talk to Amy, she will say "Hello, nice to meet you." After that, she will say "Oh, it's you again. What do you want now?" More complicated, but useful because instead of just having Amy's side of the conversation be different, you can write different player responses for dialogue line 1. Instead of just displaying alternate text, the game will divert the conversation to dialogue line 1, ignoring everything else associated with dialogue line 0.
Alaniata wrote: Fri Feb 25, 2022 12:21 pm
2. Which leads to: How do I make a character use a chair? I tried walking them to it and use "mount" but that just turns Amy into a fidget spinner that must go because her people need her. How to make sit, plx?
Just make them walk to the chair. They should automatically sit. If you want them to stay there permanently (or until you decide to make them leave), you'll need to turn off their roaming behavior as well.
You could use a reaches target event to have the character start talking when they reach the chair, but another option would be to do something similar to example (2) above.
Add dialogue line 2. It might say "The fire is so warm, don't you agree?" On dialog line 0, add an On Dialogue Start event Dialogue: Amy: Trigger 2 with the criteria InZone: Amy: YardNearFirePitZone: True. This won't check if she's sitting. That's a little more complicated, but checking the zone should be close enough for this simple example.
This way, instead of talking immediately upon reaching the chair, Amy would walk to the chair, sit, and wait until the player decides to talk to them before discussing the fire.