Advanced Dialogue System + Node Editor

I’m having issues trying to make my nodes into different types like Prompt’s or Responses, when I use the search feature it doesn’t work.

Yes, you can… You can just customize it in the same way you customize any other gui and it’ll work

Hey! I love your work. It has been a big help in my development.

Is there a way to implement more styles/animations to the TypeWriter effect in the module? Does it support rich text?

Hi,
It is not working, I can’t spawn any nodes.

Any idea why it keeps skipping all of the text, only appears for a second, then goes away, ive noticed this only happens in one game, but other than that not sure why it is


They share the same code

It seems the gui is enabled, but then disabled shortly after, nothing in the second game is touching that

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am i doing it right, boss?

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Check for any errors, if there’s none I guess just delete the dialogue node tree and the ui, then import it back

Try changing the position to the part where the prompt is and try expanding the range using the parameters.

image

It works for me, and it might work for you as well.

It ended up being the attachment the proximity prompt was in, gonna assume some time between my old version and now needing it again, that .Position doesn’t read from the WorldPosition instead of the local position

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how do I start an dialogue? Because I tried much but it is not working.

Sometimes when clicking an answer the answers just disappear and nothing happens. So basically I start the dialogue, the text appears, a while later the answers appear, I click on one of the answers, the answers disappear and then nothing happens.

(after clicking on one of the responses): image

My node:

Anybody know how to fix this?

Your Condition node is supposed to come after those 2 first responses, then you stem the Condition node to the 3 new Prompts.

I can’t get my dialogue to work for some reason.
Here is my node :


The condition is

 return game.ReplicatedStorage.Events.Communication:InvokeServer("Quest","Jotaro1")

Which returns either 1 or 2.
But when I test it in game it doesn’t work. The text doesnt appear and the name of the speaker is ?

You can edit the gui text label to have rich text on, and during the node tree editing for what the text is supposed to say you can put the rich text and it will work

Using this system in a shop system, and using the lock bit as a way to choose the confirmation dialog,
A here you go if you do have enough, and a leave if you dont, if it is correct i want to then grab the thing they bought and send it via a remote, but not sure how i can get it

the lock bit only prints the blue nodes, while i need the purple nodes, what kind of edit would i have to do?

Do i need a seperate lock and replies for every single purchase?

Cannot believe i went halfway into developing my own dialog system without finding this oH MY GOD

Whenever I press S in the menu to create a new node I only get 1 option which is “Node”. How do I fix this?

any updates on this new plugin?

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this is a really cool plugins, but you can add presets like print (with custom text) …

Great plugin! I may be stupid here, but are conditions supposed to run as many times as the number of outcomes? When I write print checks in the Condition module, it prints twice.