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Messages - AV 2525

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Ask a Question / Re: Player's conversation with NPC
« on: July 16, 2015, 05:15:38 am »
More clarity: To disable the movement, I put my whole movement behavior in an If statement. If boolean = true, follow these rules for movement. So, when boolean flipped to false, I could not move.

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Ask a Question / Re: Player's conversation with NPC
« on: July 16, 2015, 05:11:57 am »
I'm still not very experienced, and also a bit delirious right now, but hopefully this will help....

The way I chose to go about this, was to create a region around the NPCs. That would allow me to call upon specific dialog, based on which region the player was in.

I ran into two problems, initially. When I pressed the button to start dialog, it would work fine. When I pressed it again to continue through the dialog tree, the dialog would start over. Duh. "If player is in region and presses button,  start dialog." So, I created a boolean to disable the behavior after the dialog started (false), and reenable after dialog ended (true).

The second problem I had was that my player could still move around while dialog was open. I didn't want this. So, I used the same boolean that disable "start dialog" to disable movement. After the conversation was over, the boolean flipped back to true, and I could move again and restart the conversation, if wanted.

I was just playing around, and have since removed dialog from that project, but I think that's how I did it.

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I get it now. So it's more like R2 - (R1 - Actor) instead of R2 - R1 - Actor.  Interesting. Thanks.

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Can anyone explain how this solution works? I keep going over it in my head, but just can't reason how this equation creates the intended behavior. I'd like to understand, just for my own personal development.

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