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dialogue_editor [2017/07/25 09:05] justindialogue_editor [2017/07/25 11:52] justin
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 The **Dialogue Editor** is where you will create conversations for your game's characters or narration for scripted sequences and cutscenes. Dialogue can be attached to an NPC from its [[Entity Properties]] dialog in the [[Map Editor]] or triggered from a script using the [[Start Dialogue]] function. The **Dialogue Editor** is where you will create conversations for your game's characters or narration for scripted sequences and cutscenes. Dialogue can be attached to an NPC from its [[Entity Properties]] dialog in the [[Map Editor]] or triggered from a script using the [[Start Dialogue]] function.
  
-=====Toolbar=====+=====File Toolbar=====
 ^Icon^Function^Description^ ^Icon^Function^Description^
 |{{:wiki:new_resource.png?nolink|}}|New Resource|Opens the [[New Resource dialog]] (with "Dialogue" selected for the resource type).| |{{:wiki:new_resource.png?nolink|}}|New Resource|Opens the [[New Resource dialog]] (with "Dialogue" selected for the resource type).|
 |{{:wiki:disk.png?nolink|}}|Save|Saves changes to the dialogue.| |{{:wiki:disk.png?nolink|}}|Save|Saves changes to the dialogue.|
 |{{:wiki:disk_multiple.png?nolink|}}|Save As|Saves a copy of the dialogue to a new file.| |{{:wiki:disk_multiple.png?nolink|}}|Save As|Saves a copy of the dialogue to a new file.|
 +
 +=====Node Toolbar=====
 +The Node Toolbar is for adding new nodes to your dialogue. A node represents a specific point in the dialogue where an event occurs, for example when a character speaks, a message is displayed, a condition is evaluated, or a script is triggered. Clicking on one of these toolbar buttons will add a new node of that type to the center of the editor view.
 +
 +{{:wiki:dialogue_editor_toolbar.png?nolink|}}
  
 =====Dialogue Graph===== =====Dialogue Graph=====
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 <WRAP column 58%> <WRAP column 58%>
 ====Condition Node==== ====Condition Node====
-**Condition nodes** provide a way of branching the dialogue based on the results of a conditional expression being evaluated. Clicking the "Edit" button opens the [[Conditional Expression Builder]], allowing you to define the conditional expression that will be evaluated when this node is reached. If the condition is met (i.e. evaluates to true), then the dialogue will proceed to the node connected to the "Then" output connector. Otherwise, it will proceed to the node connected to the "Else" output connector.+**Condition nodes** provide a way of branching the dialogue based on the results of a conditional expression being evaluated. 
 +\\ 
 +\\ 
 +Clicking the "Edit" button opens the [[Conditional Expression Builder]], allowing you to define the conditional expression that will be evaluated when this node is reached. If the condition is met (i.e. evaluates to true), then the dialogue will proceed to the node connected to the "Then" output connector. Otherwise, it will proceed to the node connected to the "Else" output connector.
 </WRAP> </WRAP>
 <WRAP column> <WRAP column>
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-The "Pause until complete" checkbox determines whether or not the dialogue will wait for the script to complete before proceeding. For example, if the script includes a timed camera movement and "Pause until complete" is checked, the dialogue will not proceed until the camera movement is finished.+The "Pause until complete" checkbox determines whether or not the dialogue will wait for the script to complete before proceeding. For example, if the script includes a timed camera movement and "Pause until complete" is checked, the dialogue will not proceed until the camera movement has finished.
 </WRAP> </WRAP>
 <WRAP column> <WRAP column>
dialogue_editor.txt · Last modified: 2022/05/10 17:29 by justin