I hope that it’s helpful. I mess around with branching dialogue and the default text of a npc. It’s a sordid tribble love affair.
Where did u get that map? What is the penalty for domestic tribble abuse? Good tutorial… It will take a while for this dialogue stuff to sink in…
So the default option for NPC contacts allows you to return to them over & over again and the have a different response for different objectives met? That actually makes sense to me. Instead of only talking to them one time… So we are using the button states that are enabled by the objectives we have completed or triggered…
It helps me understand it better when I try to explain it back…
Exactly, NB. I think the ability to hide and unhide button is meant primarily for the npc default text, unless there is a way to make a popup or talk to contact happen over and over again.
Come to think of it, you could do something similar with talk to contact. If all options are fail and the button for success is hidden, you could talk to contact over and over again. But, wait, how would you complete the objective to unhide the buttons, lol.
If there were component complete triggers in the buttons, we could use non-objectives. Hmm… it’s still pretty confusing, lol.
Map is generic, and I put in the brigs.
Ok… I think I’ve got it… I’m trying to decide whether or not I want a player to be able to go back and see all of the dialogue possibilities after solving the puzzle. That would require using the default mode?
Is there any way to utilize branching dialogue to create branching objectives?
While I know we can have parallel objectives, I haven’t been able to nug out how to actually have seperate ways to successfully complete a mission.
Am I leaning too far forward from what you understand the tools are capable of?
I don’t think it’s really possible. You could make a few optional branching objectives in a way, but the story tab can’t really branch accordingly.
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