Pim_gd
Content Creator
- Joined
- Jan 25, 2013
Re: Pim_gd's Mods(2) - DialogueActions v1.06, VAv1.05 (29 September 2013)
Like an overlay like this, with [1], [2], [3] in front? (Picture from some MGQ mod - don't ask - I thought of this and this was the only picture I could quickly find of the choice menu for that hgame)
I think I'd make it clickable - that'd be easier...
I like this idea though. Work it out more and I'll add it.
- How would a dialogue writer define a choice in the script?
- Does the game pause when the options pop up?
Ideally, we'd come up with something that doesn't break SDT if the mod isn't loaded.
Bazinga said:Basically, I want to be able to propose a choice between multiple replies: press 1 to answer first answer, press 2 for choice 2... So yeah, keys to trigger certain lines - you could make it into a true dialogue by having the "answer1" line (binded to key 1) calling other lines depending on the state of variables, to the writer's discretion.
I remember the SDT 2031 dialogue which proposed to set the options for the dialogue at the beginning, but had to to it through asking each time "to choose 1, pull down. To choose 2, pull up. To choose 3, do nothing (and wait)" which made the selection long and a bit clunky.
I think dialogue writers from the "mini-game" school of thought would gain immensely from the ability to do that. Like, it would be another world of dialogue writing.
Like an overlay like this, with [1], [2], [3] in front? (Picture from some MGQ mod - don't ask - I thought of this and this was the only picture I could quickly find of the choice menu for that hgame)
I think I'd make it clickable - that'd be easier...
I like this idea though. Work it out more and I'll add it.
- How would a dialogue writer define a choice in the script?
- Does the game pause when the options pop up?
Ideally, we'd come up with something that doesn't break SDT if the mod isn't loaded.