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Awaiting player interaction during conversation

Hey everybody,
hey Chris!

I was wondering if there is a common way to solve this scenario, but I wasn't successful in my search yet.

In a conversation, a NPC asks for a specific item. I would like to let the player choose the item from the inventory instead of providing the dialog option when the item is present in the inventory to make it a tad more interesting.

How would I do that? Maybe I'm not seeing the obvious solution, but maybe I'm not familiar with the necessary functionality.

Any help on this is highly appreciated :)

Comments

  • Would this be a "special" Inventory menu that only appears during this time, i.e. when the NPC asks for a given item, that's separate from the regular Inventory menu?

    A cheaty way to do this would be to create a separate Converation, with each item having its own option, and then using the Link visibility to inventory item? to ensure each option only shows if the Player is currently carrying its associated item.

    To present this Conversation as a list of icons, rather than labels, you can then create a separate Conversation menu restyled in this way, and then lock/unlock it as needed.

    Otherwise, you may be looking at a bit of scripting - but I'd need to know more details about exactly how it'd work, as well as how your game currently plays.

  • Understood, I thought maybe there was a "built-in" way to handle a scenario like this, something like "Inventory:WaitForSelect" or something like that :P

    I imagined it to open the regular inventory, the player must select one specific item and based on the choice the conversation (or ActionList) continues (or whatever).

    Your solution is once again very intelligent and creative and I will consider doing it this way. Or just have the dialog option linked to the item because it's easier and if I'm honest, the choice of the item in my scenario doesn't make a lot of sense, I just thought it would provide a more interesting experience, but it's really not that important.

  • Understood, I thought maybe there was a "built-in" way to handle a scenario like this, something like "Inventory:WaitForSelect" or something like that :pensive:

    You can have an ActionList run a loop on itself waiting for e.g. a bool Variable to become true - but the issue is that it'll cause the game to become soft-locked as it'll end up in a permanent cutscene.

    It's best to separate the logic into distinct parts (e.g. run ActionList 1, have the Player do some interaction, then run ActionList 2), rather than have 1 ActionList that waits for Player input.

  • The loop is an interesting idea, but I'm sure it's better to separate the logic into distinct parts. Thank you very much!

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