Dialogue System
Use the Pixel Crushers Dialogue System integration when a behavior tree should start or stop conversations and sequences, bark, run Lua, or read and write dialogue and quest values.
Install the integration
- Download the current Dialogue System integration from Opsive Downloads.
- Import
BehaviorDesignerDialogueSystem.unitypackage. - Confirm Start Conversation appears in the Task List.
What the integration adds
- Conversation: Start Conversation, Stop Conversation, Is Conversation Active, Bark, Start Sequence, Stop Sequence.
- Lua and variables: Run Lua, Is Lua True, Get Dialogue Bool Variable, Set Dialogue Bool Variable, Get Dialogue Float Variable, Set Dialogue Float Variable, Get Dialogue Int Variable, Set Dialogue Int Variable, Get Dialogue String Variable, Set Dialogue String Variable.
- Quests: Get Quest State, Set Quest State, Get Quest Entry State, Set Quest Entry State.
Build a first workflow
- Verify the Dialogue Manager can start one conversation without the tree.
- Add Start Conversation with the actor, conversant, and conversation title expected by that scene.
- Enable Wait For Conversation Completion on Start Conversation to keep it Running until the conversation finishes. Is Conversation Active is an immediate condition: it succeeds while a conversation is active and fails otherwise.
- Read the resulting quest or dialogue variable before choosing the next behavior.