It’s possible to make some dialogphrases in a Bahaviertree triggerable? And to use dialogphrases it self as triggers for new dialog option in the future, like dialogs in mass effect: you select 1 of 3 Answers and in a few hours the nonplayer character will “react” and with reference to the answer, comes other Dialogoptions?
The phrases are very short. how cound i expand it for more text?
Thanks for reply. How could i use an “End-Button” to Exit the dialog?
And how can I make a button to go to the next phrase / Qustion, without any automatically continues?
Wish there was a feature…
To Make Questions invisible after clicking them…
Like integrated into the question system directly…
Without any extra function…
Just a tiny box inside the question properties saying: I will cloak myself after i was hard clicked!
Like coming with the new 1.6 update…
Secretly light a nightinggale…
And an idea to change the greeting phrases…
maybe via random integers…
Phrase 1
Phrase 2
Phrase 3…
Booltick to set if it should use one random…
to not always have the same…
@_@ HAAAAAAAAAAAAAAAAAAAAAA
Can you feel my cold breath!!!
I can feel your heartbeat!
Many of my AI characters share the same behaviour trees.
What’s the best way to use your dialogue tree without breaking the existing trees?
For example I want all my security guards to use my existing SecurityGuard behaviour tree, but I’d like to assign unique dialogues to some of the guards.
There is a “Run Behavior” BT node, but that would change dialogues for everyone that uses the same BT and I don’t want that. Duplicating the SecurityGuard BT and only changing the dialogue part is also a bad idea.
What should I do - spawn a separate AI controller for the dialogue?
Hello! Have you tried to change behavior tree? I mean…by default run your character AI behavior tree, when you want to talk with him just run tree with dialogue in AI Controller:) After dialogue - run default behavior again.
Wouldn’t the “Run Behavior Tree” node run both trees at the same time? I don’t see a way to change the current tree. There’s also “Run Behavior Dynamic” but I don’t think that it’s finished, because it requires a behavior tree component and there’s no way to instantiate it.
Thing is: You cant hide a question after it is beeing clicked.
Next time i reload the game it will be unchecked and visible again. We need a way to save that it is hidden.
I do that via strings.
This Dialogue System work fine but i have a question… I have a one Behavior Tree for Dialogue system and create another for AI movement… then i try run both Behavior Trees but nothing work. How can i creating two Behavior Trees for the same AI and run them?