Hey guys, I'm just getting back into mapping again, and that means working on my campaign again. One thing unique about this campaign was the extensive and branching conversation to be implemented (much like skyrim, mas effect etc). My expertise relate to triggers so I had previously used an extremely complex and limiting system that used triggers to facilitate these conversations. Now after getting back into this campaign I've noticed the conversation and conversation state data catalogs that could be used for this project. Furthermore Blizzard incorporated choices, conditions, actions, etc. so it looks like a fully featured conversation tool set. My question is has anyone used this data for extensive conversation with branching dialogue etc? Also the conversation states are a little confusing to me and if someone could explain how to use them that would be great (ie, goodness>5 then show choice, or different actions that could be triggered by a choice selected). Finally would i be able to use this catalog with good looking UI, or am I bound by Blizzards? Any help or links to tutorials would be greatly appreciated, thanks!
Ive been working a little with the conversation system during the past few days for my own campaign. I've not tried using the conversations for branches. If you want to use branches you need to have the player in cinematic mode. Thats all I know. The campaign transmissions are using the conversation modules quite a lot, since it gives a clear overview of "talk". Running actions seems straightforward though.
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Hey guys, I'm just getting back into mapping again, and that means working on my campaign again. One thing unique about this campaign was the extensive and branching conversation to be implemented (much like skyrim, mas effect etc). My expertise relate to triggers so I had previously used an extremely complex and limiting system that used triggers to facilitate these conversations. Now after getting back into this campaign I've noticed the conversation and conversation state data catalogs that could be used for this project. Furthermore Blizzard incorporated choices, conditions, actions, etc. so it looks like a fully featured conversation tool set. My question is has anyone used this data for extensive conversation with branching dialogue etc? Also the conversation states are a little confusing to me and if someone could explain how to use them that would be great (ie, goodness>5 then show choice, or different actions that could be triggered by a choice selected). Finally would i be able to use this catalog with good looking UI, or am I bound by Blizzards? Any help or links to tutorials would be greatly appreciated, thanks!
Ive been working a little with the conversation system during the past few days for my own campaign. I've not tried using the conversations for branches. If you want to use branches you need to have the player in cinematic mode. Thats all I know. The campaign transmissions are using the conversation modules quite a lot, since it gives a clear overview of "talk". Running actions seems straightforward though.