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Create/enable a function in each menu command to execute a block #1038
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Call has jump to label and you don't need to make separate block just for this. Tag it with a label command, then put a Stop after the choice OR you can call another block or anything that suits your needs. Adding similar function will just bloat the command |
Hi, is there a way to do that with a Menu command, (not Call)? I have tried many, many variations of nesting menu commands in 'If then Set Variable' arrangements, running them all through a common StatIncrease (or StatDecrease, with corresponding Set Slider commands) box and back out, but none did anything except increase the steps to take and add 40% more "bloat." How about just a Set Variable option with each menu command? An example would be to set a name. "what is your name?" Mike or Joe or Mary or Lisa (Set String Variable) ... Then the story goes on.... That could be 2 blocks instead of 5. . Thanks |
You just need to do it smartly...
Same goes to your set variable, you must treat it as a reusable function rather than making it bunch of them. If you did it this way, you'll be surprised how compact your flowchart will be. I'm not even joking :) Just give it a try. If thats not your cup of tea, you can do what you want with custom command, which is the preferred way of doing it based on your use cases. And it's quite easy to make |
Been messing with it for a couple hours, it's such a workaround to what could be a simple thing. But it has given me a couple ideas. The button is a button, so being able to add OnClick events shouldn't be a reach, but absent that, even the ability to have each Menu command send a message might be the angle. Using "Call" is sidestepping what I'd like to do, the labels are somewhat there, but a message might be the simple, less-labor-intensive process while building a story. Thanks. |
Might be worth looking into the Menu and MenuDialog scripts; (oops I didnt realise this is a rather old thread! hopefully you've found a solution to this since, and if so, would love to hear it!) |
There are maybe 10 things I can think of that this would help me do, from quickly setting a variable to a sound effect to splitting the destination of a menu command according to variables. Currently I just create flow-through blocks, but in the end I end up with almost as many of those flow-throughs as I do with blocks with actual gameplay in them.
I assume you could just put it under "Hide this Option" in the Inspector --- ExecuteBlock by String and have it be None for a default.
I tried a few different things, but failed to come up with a better working solution than just creating lots of variable-setting blocks in the middle of conversations.
And it's not a big problem, it would just drastically reduce my Flowchart clutter.
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