#dialog system
1 messages · Page 1 of 1 (latest)
woah woah woah
look at the images
to really get a good understanding
pls
especially the code that has onserverevent
or wtv its called
ok
so
elaborate on why you created an attribute on the rig
what does it store
:GetAttribute("NPC") and :SetAttribute("npc") ðŸ˜
im basically trying to store the dialogue for that rig, then in one of the scripts it checks if the dialogue matches the rig
you dont need all of this
i made like 3 separate dialog systems for 3 separate games
but the thing is im doing it in a billboard gui
like the dialogue
the responses in the billboard
because i dont want it to be in a screengui ill be honest
you should do it on client
for my game it looks good
and put it on playergui
on the localscript?
yes
parent the gui to playergui?
but the thing is localscript is in the interactbtn
i have
to the rigs torso
thumbs up by accident
** You are now Level 9! **
on image 2
send the npc's name
to StartDialog
honestly this is too inefficient
ill send u 1 of my dialog system
hol on
ok
keep in mind ive never done like a dialogue system
with billboard guis
i reckon i can try with a normal screengui
hol up
i just realisd
?
i can remove the check
if rig has attribute = npc.Name and put it somewhere else
in like the module script or sm
and just remove the remotevent
you think that would work
why i said inefficient
my system uses keys
and very customizable for every option the player chooses
ive never been introduced to keys before
what im trying to make for myself
** You are now Level 9! **
it works by making a callback function for every dialog option
hold on lemme show u
like making a new remoteevent for each and every dialogue?
that would just cancerous for my game
cus implementing a remoteevent for each dialogue and changing the waitforchild get event
ok
wdym remoteevent?
whats the use of it for every option ðŸ˜
what i meant is
theres 1 remote event
the client will fire a key and an option to the dialog to the server
like remote:FireServer("BobDialog", "Goodbye")
and then yk
stuff happens
i thought about that with a remotefunction earlier but it thought of how i would do it
then i just ran out of ideas
so in my localscript am i basically just gonna use the one of the dialogues and get it then put it in my localscript with the npc name
wait wait
i just found my 3rd dialog system
this is what it looks like
basically, this is just a test
you want this one or should i get my second dialog system on another account?
na its alr
yours is in one script though
now that i know u can put like
strings in fireservers
how could i use it in my module script
and?
but
it still prints both
ignore the {...} part
its jus printing the table
i needa fix the fireserver localscript
in the script
if player has that tag, dont StartDialog
wait here i found it
my second dialog system
finally vro ðŸ˜
zamnn
i made this a long time ago
js for nothing
bruh
A
my internet went out
i had to troubleshoot
anyway
ignore the fact that the ui is so ugly and its a bandit beater
i made this like 2 years ago ðŸ˜
sick coding skills you had in 2024
idk how to explain this
its kinda hard coded
because of the exp
i think
but
i think this tells you everything
the combat doesnt even work gng ðŸ˜
it does
BRUUUUUUUUUUUH
i learnt a tiny bit about events
and ts what i got