Same Character Object / Dynamic Dialogue Tree Assets

Forums 💬 NodeCanvas ⚙️ Support Same Character Object / Dynamic Dialogue Tree Assets

  • This topic has 1 reply, 2 voices, and was last updated 1 month ago by Gavalakis.
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  • #23170
    thekrocker
    Participant

      hey everyone! I got confused on something.

      I have customers in my game; Customers come to store day by day, so every day customers have different dialogue:
      For this setup; I created DialogueTreeController on customers, but dynamically passed DialogueTree asset.

      But I feel like this is only a **workaround**; Because DialogueTree is not assigned to any Dialogue Actor, or customer blackboard etc.
      For this kinda of setup; what workflow I can follow?

      How would you approach to a situation where you have same character object, with dynamically different dialogue assets.

      #23172
      Gavalakis
      Keymaster

        Hey,

        Really sorry for the rather late reply!

        Hm. There are probably many ways to approach this, but the first thing I would do and suggest if you don’t need something very scalable, would be to use several Sub Dialogue Tree nodes within the “master” Dialogue Tree that is attached on the Dialogue Tree Controller and then use a Multiple Task Condition node on top of them all, to determing which Sub Dialogue Tree to execute based on some conditions. Once again though this approch would not be something very scalable, so it is good only if there is a predetermined number of Sub Dialogue Trees that you would like to use.

        For something more scalable and dynamic, then your approach is correct. Do you encounter any issue with your approach?

        Let me know 🙂

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