Accessing variables from other scenes/AutoLoads/etc. #778
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I was hoping to use Dialogic to organize the story and general text box stuff for an RPG-style game I'm making, and I was wondering how doable it is to have it handle variables that are defined elsewhere in a scene. For example, I have a dictionary of objects with descriptions, formatted like this:
and my current (very messy) implementation is as follows:
(they are then shown through a rich text node) and I wanted the text box to display the object name as the title, and the description as the content. Is it possible to call a dialog box with just a string for the title and rich text? I'm planning on using they system to handle cutscenes, which it will work really well for without having to much hacky stuff. |
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If this (title/content) was all you want your textbox to display during the whole game, I would most definitely not recommend using dialogic. |
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If this (title/content) was all you want your textbox to display during the whole game, I would most definitely not recommend using dialogic.
You can use dialogic to display text that is defined during the runtime, but as it is not the originally intended way of doing it, it is a bit clunky. There should be an example in the FAQ.
But again, only do it this way if you intend on using dialogic anyway for other purposes. The EXECUTING side of dialogic is it's weakness imo, while the editor is it's strength.