Third Person Controller + Dialogue System Questions

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dreb4o
Posts: 7
Joined: Mon Nov 28, 2016 5:36 am

Third Person Controller + Dialogue System Questions

Post by dreb4o »

my project multiplayer use UNEt (TPC- opsive)
I can do after talking to NPC places objects at a a specific location (car,boat,plane) (a multiplayer project)
Can I make a save/load position if the hero maintain this position and then came back into the game to begin with position (a multiplayer project)
how to make a character come to have the option to chose from which position to begin (town,Village,forest)
how do I have the currency to be exchanged for items (a multiplayer project)
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Tony Li
Posts: 23260
Joined: Thu Jul 18, 2013 1:27 pm

Re: Third Person Controller + Dialogue System Questions

Post by Tony Li »

Hi,
dreb4o wrote:my project multiplayer use UNEt (TPC- opsive)
I can do after talking to NPC places objects at a a specific location (car,boat,plane) (a multiplayer project)
Put the objects in the scene at design time. Deactivate them. Make them a child of an active GameObject. Then use the SetActive() sequencer command in your NPC's conversation. The Dialogue System is not responsible for broadcasting the activation to other UNET clients. Your GameObject should synchronize its active state to the clients when it becomes active.
dreb4o wrote:Can I make a save/load position if the hero maintain this position and then came back into the game to begin with position (a multiplayer project)
Yes. On the Dialogue System Third Person Controller Bridge component, make sure Record Position is ticked.
dreb4o wrote:how to make a character come to have the option to chose from which position to begin (town,Village,forest)
This is mostly outside the scope of the Dialogue System. However, you may find the Dialogue System Menu Framework helpful. You can download it from the Dialogue System Extras page.

For help with choosing a level to start, I recommend posting on Opsive's forum .
dreb4o wrote:how do I have the currency to be exchanged for items (a multiplayer project)
Add a dialogue database variable for currency. When exchanging, subtract the price from this variable, and use the tpcPickupItem() Lua function to give the item to the character. (The TPC Lua functions work in multiplayer.) For example:
  • Dialogue Text: "[gives 50 dollars] Nice doing business! Here's your shotgun."
  • Script:

    Code: Select all

    Variable["Dollars"] = Variable["Dollars"] - 50;
    tpcPickupItem("", "Shotgun", 1, false, false)
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