Setting a jump target node from an instruction
Posted: Mon 15. Jul 2019, 10:24
Hi guys,
Can I do something like the following in an instruction node?
If not here's what I'm trying to do:
Let's say I have 100 npc's, and there's a chunk of conversation data that is shared between them,
something like:
Q "Do you know when the sun is supposed to come up today?"
A "Yes 6 am" / "No"
So what I want to do, instead of repeating myself 100 times, is create a jump node to dialogue nodes that are repeated, and then jump back from whence i came.
To facilitate this process, I need to be able to return to the NPC that I jumped from, so what I want to do is before the jump, set the return destination.
also I saw this post which was semi-relevant but it had no response:
https://www.nevigo.com/forum/viewtopic. ... ump#p22339
Can I do something like the following in an instruction node?
- Code: Select all
setProp(getObj("Jmp_911DEBCC"), "targetNode", "Hub_251D5848");
If not here's what I'm trying to do:
Let's say I have 100 npc's, and there's a chunk of conversation data that is shared between them,
something like:
Q "Do you know when the sun is supposed to come up today?"
A "Yes 6 am" / "No"
So what I want to do, instead of repeating myself 100 times, is create a jump node to dialogue nodes that are repeated, and then jump back from whence i came.
To facilitate this process, I need to be able to return to the NPC that I jumped from, so what I want to do is before the jump, set the return destination.
also I saw this post which was semi-relevant but it had no response:
https://www.nevigo.com/forum/viewtopic. ... ump#p22339