Advanced Dialogue System + Node Editor

it does work with the command bar, you just need to switch to the server when you want to call things that can only be called from the server
image

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Thatā€™s sick! How did you get the lines to go from point a to point b like that? I donā€™t recall Roblox having a function for that, so could you please share the math (if you want)

me hoping this will get sent

Edit: yooooo roblox devforum ainā€™t down!

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Iā€™ll see what I can do once I get studio back up and running since the whole thing is down.

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oh thanks!! this will help alot.

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You can do this in 3d space with beams. Have not looked at this 2D version closely.

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Yeah, Iā€™m aware of this but Iā€™m wondering how the math behind this would work.

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For my patrols, I have objects (sphere parts linked to the ends of the beams). I donā€™t actually have to program the beams, just move the end points.

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I like it. I implemented it in my game and modified it with not much difficulties. c:

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Uhh a noob question,How to create stuff,like the control

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I love the use of the Nodeā€™s because it is possibly one of the best UI systems created for easy of use editing, and also an amazing visual editor because of the way it is designed. Thank you for an amazing contribution and I hope to see more in the future!

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This does not seem to have a license, will I be sued or DMCAed for using this?

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For a game? Why would it be downloadable if it wasnā€™t meant for use in games. So yes, feel free to use it for your games if you want. However, using the source code or UI for another plugin without my permission might cause some issues.

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Much excited to try, very much thank you

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Is there any way to have the commands run server sided code on certain responses?

Not directly but you can fire a remote event to a script inside the dialogue config

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Not entirely easy to edit, but itā€™s manageable. How in the world do you do the conditions? Thereā€™s nothing related to making them/using them at all.
EDIT: Figured out the presents came in the folder, wasnā€™t aware of that. Is there a way to make a variable for quests to use? Say they need to finish quests before doing this or so?

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Wanting to commit some stuff I think others would find useful like myself. Ability to set values at start of dialogue!


image
How to do this:
At the start of the dialogue, connect it to a command immediately like so
image
Inside the function have the following code

local Module = {}


local function getTime()
	local Lighting = game.Lighting
	print(Lighting.TimeOfDay)
	return tostring(Lighting.TimeOfDay)
end

local replaceWith = {
	['{playerName}'] = game.Players.LocalPlayer.Name,
	['{dayTime}'] = getTime
}

function Module.Run()
	warn('RUNNING..')
	for i,v in next, script.Parent.Parent:GetDescendants() do
		if v:IsA('StringValue') and v.Name == 'Text' then
			local textValue = v.Value
			for req, val in next, replaceWith do
				local s,e = string.find(textValue, req)
				if s and e then
					local before = string.sub(textValue,1,s-1)
					local middle
					if typeof(val) == 'function' then
						local ret = val()
						middle = before..""..ret
					else
						middle = before..""..val
					end
					local after = middle..string.sub(textValue,e+1,string.len(textValue))
					textValue = after
				end
			end
			v:SetAttribute('Subbed_Value', textValue)
		end
	end
end

return Module


Itā€™ll set all variables you have defined in the text value of any prompt/response!
Small Edit: In the dialogue handler, add this small section of code:

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Very nice, Love it. Will use every time.

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Hey, nice dialogue system! But would you happen to know why this is happening? Itā€™s been happening since I added DialogueParams to it.
https://gyazo.com/0926ed41af3af2737495066377e59194

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Iā€™m noticing a similar issue as well, trying to figure the cause of it.

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