Reply To: Same Character Object / Dynamic Dialogue Tree Assets

Forums 💬 NodeCanvas ⚙️ Support Same Character Object / Dynamic Dialogue Tree Assets Reply To: Same Character Object / Dynamic Dialogue Tree 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 🙂