Changing Dialogue after Trigger

So I was following the tutorial about being attacked after making the guard angry and I also managed for myself to make the guard walk away after I took different dialogue nodes. Now I was wondering if there is a easy way to change the hole dialogue tree after speaking to a guard?

For example I want to speak to the guard and then he is walking away and taking the patrol path BUT I also want, that when I speak to him again, that he has totally different dialogue options. So with the On Trigger () Action I can access the AIConversant but how can I implement, that he is replacing the current Dialogue with another one?

Maybe add a bool that is triggered once he has the initiatial conversation

bool hasSpoken =false;
If(! hasSpoken)
{
Conversation
hasSpoken = true:
}
else
{
Different conversation
}

Have you gotten to Conditions yet?
The easiest thing is to branch each converstion into the same dialogue, using Conditions to determine which branch will be executed.

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