#dialogue system
1 messages · Page 1 of 1 (latest)
I personally don’t think OOP would be necessary
how would it go with just modules in general then
since i wanna use the same system with multiple npcs
Collection Service
When the dialogue is triggered you could retrieve the first dialogue from atable
You can have like
Collection service basically means that for example u have 2 killbricks all with the same script and that's when collection service comes in to optimized those script and organized it
so with collection service you can modify one of the killbricks?
{
["NPC1"] =
{
["Dialogue1"]
};
};
You can add a tag for every NPCs you have and then you use a for loop to connect a function to a proximity prompt added for every NPCs
Or even better, you could create one using instance.new()
Then connecting the dialogue function to the proximity prompt
Btw I think u should use oop becuz u wanna reuse the program of it
Like manipulating the data
U wanna make multiple dialogue with different lines right?
the problem with oop is that im having trouble understanding it and metatables
Meta tables is basically to manipulate the table
which is why i asked for how i could make the system with oop in the first place to understand it better with something i wanna make
I don’t have mastered OOP at all, but I use it for custom classes
Like guns, cars, etc.
would it be used for characters in a combat game?
Yes
i already somewhat understand that its a way to not repeat yourself and be efficient
Yah
but im having trouble setting the actual code up
Once you remember it it’ll be easy to use it
alr ill keep searching