Advanced Dialogue System + Node Editor

Thanks so much now I can replicate Animal Crossing:NH Dialogue system Lol

Yes I will love you can send me the node preset for that

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Ask and you shall receive: PlayAnimationNodePreset.rbxm (2.1 KB)

Go read the function inside the node, you should understand how it works from there. That being said, Iā€™ll explain it anyway. As it currently is, the dialogue has to be inside the NPC youā€™re talking to for it to play the animation for it. If you want to change this, I recommend creating a new object value inside the node and call it ā€œAnimation Targetā€ or something like that. It should automatically show up in the node editor afterwards. After that, make the function use that as the target of the animation instead of the parent.

I hope that helps! Let me know if you run into any issues

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Yass tysm <3! This will for sure help me!

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Weird, when I try to insert a node nothing pops up.

Restart studio. Itā€™s an issue with the node preset folder and how itā€™s inserted into the game.

Yeah, kind of figured that one out. Also, is it possible to play a sound for each letter typed?

Of course. Thereā€™s a for loop in the DialogueHandler script inside the UI that handles the typewriter effect. You can add a play function there.

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im kinda dumb haha is there any way to make the dialogue appear when you touch a part?

Youā€™ll need to know some basics of scripting to use this system. I recommend you learn about the Touched event and how to fire remotes.

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Sorry for asking a ā€œmaybeā€ dumb question but where exactly would I put this


Because Iā€™m not sure if Iā€™m suppose to put it inside of the NPC or inside of the dialogue thing

(when I mean dialogue thing I mean this)
Screen Shot 2022-01-07 at 9.07.18 AM

Anywhere in a script that can reach the dialogue configuration. As Iā€™ve said before in my replies, this plugin does require you to know some basics of scripting for you to is to itā€™s full extent.

Random bug I found (dot in top left) gets triggered when you create a connection between a DialogueRoot and a Prompt and then disconnect it:

image

Otherwise, this is an amazing plugin! I would suggest that it comes with a button to preinstall the default nodes & handler scripts.

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Any updates regarding the node editor itself? and how to fully utilize it Iā€™m so excited.

Probably not for a while: Iā€™ll be insanely busy for a long time.

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Hi, how do I move the camera position in the node editor? The configurations folder inside of the obby system opens it up but all the nodes appear on the top left (like this:)

And I donā€™t know how to fix it.

Edit: and how do I change the speaker name?

You did an amazing job and probably saved a lot of developerā€™s time.

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  1. Middle mouse

  2. Read the dialogue params section of the post it should tell you all you need to know.

Hi! Dw I already figured it out myself, and I even made my own templates to use for easier access lol
image
(the ones that are drawn over with red are the default ones)

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Hi, how do you fire dialogue parameters through command nodes? Sorry, i am not good at scriptingā€¦

Why does the condition node run multiple times?

If I have it connected to 4 prompts, it will run 4 timesā€¦
if I have it connected to 2 prompts, it will run 2 timesā€¦

local hasActivatedCrystal = character:WaitForChild("DialogueChecks").hasActivatedCrystal

function Condition.Run()
	--Greetings Traveler
	if firstIniate == false  and hasActivatedCrystal.Value == false then
		firstIniate = true
		warn("First Time Talking")
		return 1
	elseif firstIniate == true and hasActivatedCrystal.Value == false then
		warn("Second Time Talking")
		return 2
	end
end

return Condition

problem

output:
problem2

Because it runs twice, in this example, it skips the first initial talk.
Am I doing something wrong?