Dude, ur tutorials are literally helping me to make my game, and oh god... It's a REALLY BIG project... but it's gonna worth the work, thanks for making so helpfull tutorials! Keep on like that!
You should make a part three but have the next one maybe give you an item for going through specific dialogue or maybe having a requirement for a special dialogue to show up or something like that.
Hey not bad at all, i've made a system by myself before but i lost the code so i though of taking a look at how people do it. Your approach isn't bad at all , however instead of allowing only text to be used i made it pass functions through tables , this way when a choice is selected not only you can show text but you can call actions which is super useful. Of course this will depend on your game type
i have an issue with the leave message being the same on all characters, despite each module script being separate and having different ones, it seems to default always to the first npc that the player speaks to. anyone know a fix to that?
can someone link a template game where they used this and it worked, I used both videos but something is wrong with whatever I did and I really am kinda lost lol..
You guys should also include part of endDialogue function on character.Died event so it doesnt break when player resets or dies somehow repeat wait() until game:IsLoaded() local players = game:GetService('Players') local plr = players.LocalPlayer local plrchar = plr.Character or plr.CharacterAdded:Wait() plrchar:WaitForChild('Humanoid').Died:Connect(function() task.wait(0.5) currentNpc.HumanoidRootPart.ProximityPrompt.Enabled = true camera.CameraType = Enum.CameraType.Custom camera.CameraSubject = game.Players.LocalPlayer.Character main:TweenPosition(UDim2.new(0,0,1,0)) task.wait(1) main.Visible = false nameLabel.Text = "" dialogLabel.Text = "" storedChoices = {} currentNpc = nil end)
The dialogue system works perfectly, but some of my NPC's are much much larger than the player models so the root part is far out of reach and the dialogue prompt can't be activated, how could I fix this?
How would I make a first time greet message? So when the player interacts with the npc again they cannot see the first dialog and choices and will be presnted with something else?
How would I adjust this to work with more than one npc that all have different dialog. I've messed with it a little bit and havnt figured it out. I'll keep messing with it but I thought you or someone else could help
@@alwaysagony Took me a long time again, just had to do it again and had to re watch the videos but basically what i did was dpilicate the first npc and add a number at the end of their humanoid name so humanoid1. Then in the info script everywhere it says info put info1. Then duplicate the workspace script and where it says humanoid put humanoid1 and where it says info put info1. Then boom it works.
@@kiddkitch4237 Well that's definitely a solution. I'll remember that next time I have trouble. I did it in a way weirder way and sometimes it just didn't work. I moved my other NPCS to a different folder and I had to like continually delete and re-add the info scripts. I have 0 clue why this worked like 40% of the time. I'm definitely doing it your way now though, tysm
Glad to help but I think we are both doing it wrong. I think ideally we figure it out adding to 1 script stead of in my case copy and pasteing 2 scripts adding to 4. I'd imagine for performance less scripts would be the way to go but I don't know how to script so here we are.
Hello, mr Teletacos! this helped so much but i have a question... how do we add thi dialogue to multiple npcs? i could add to one of them but not the 2nd one... how do we do?
As a noob it took me all day to figure out but I did. For use on multiple NPC, drag the NPC out of the folder(or don't I don't think there's difference) then go to the server script and do: if npc:IsA("Model") and npc:FindFirstChild("Humanoid") then print(npc.Name, "Has been found") local humanoid_root = npc:WaitForChild("HumanoidRootPart") local head = npc:WaitForChild("Head") local module = require(npc.brenda) local prompt = npc.Head.block.ClickDetector.MouseClick
if module.CameraDistance then event:FireClient(player, npc, module, CFrame.new(head.Position + head.CFrame.LookVector * module.CameraDistance, head.Position)) else event:FireClient(player, npc, module) end end) end NOTE: * npc for me is my script.Parent, i.e the NPC * I did not use a proximity prompt, I used a click detector cause I wanted to 🤌 * My camera position thing does not work but everything else does and I still needed to connect my click detector * Brenda in this instance would be the name of your module script! * Make sure the function: for i, v in pairs, is REMOVED you don't want that to be there or it won't work just have your variables and the scripting above :) (edit): lmao i see my typo i just fixed it and my camera works now too perfecto 🤌
Hey Teletacos I need your help, I like your videos, about how you explain, how you tell, or some people that need fast to make games without hearing how to do it. You just give them a script you are good person I found. I have one question I've been searching on YT RoDevFom and ChatGPT how do I add a Command line when choices is chosen a Command start that kicks, bans, teleport, given effects or anything. Sorry for long Comments ._.
i did the tutorial but after that i realized that i cant talk to the npc and saw how you had a prompt to hold e to talk to him did i miss a step or something?
In client add the sound of your choice. Then go to this part of the script at line 20-21 Type this for i, v in text:split("") do label.Text = label.Text .. v task.wait(0.05) script.Text:Play() -- Text is the name of the sound I inserted into the Client. Call it whatever you want end end
Thank you so much this took me 2 days to make and fix but it's awesome at the end :)
Hey Teletacos I love ur vidds!
Btw Can you make a tutorial how to make a story game?
the dialogue works but the buttons are broken for me, how the hell do i fix it?
Ayo nice and first
Dude, ur tutorials are literally helping me to make my game, and oh god... It's a REALLY BIG project... but it's gonna worth the work, thanks for making so helpfull tutorials! Keep on like that!
What's it about?
what is it about? hears interesting, im making a big project too lol
@@StrawberryDeveloper. The fact all 3 of us are Is kinda funny! I'd like to know what yours is about
Do you have discord? Maybe we can talk more about it there @@Raphaeltheslayer
@@RaphaeltheslayerI’m making one as well and it’s gonna be a story game like get a snack at 4am/3am
Nice video as always!
You should make a part three but have the next one maybe give you an item for going through specific dialogue or maybe having a requirement for a special dialogue to show up or something like that.
Hey not bad at all, i've made a system by myself before but i lost the code so i though of taking a look at how people do it. Your approach isn't bad at all , however instead of allowing only text to be used i made it pass functions through tables , this way when a choice is selected not only you can show text but you can call actions which is super useful. Of course this will depend on your game type
Can I ask how exactly you did it? I just don't really understand...
can u please show how ive been trying for a while now
Hey, you gonna be making a part 3? Where you can teach us how to add a quest system, would be really helpful, thanks brodie.
So what if for example we want it to fire a certain remote event after we select a specific answer?
Why does the E button appears, but when i press it nothing happens?
Can u make a vid about how to make a jumpscare for an ai?
can you tell me how to add a typewriter sound?
THANK YOU SO MUCH, but i have a question.
How can i freeze player while player is in Dialogue?
set their walkspeed to 0
i have an issue with the leave message being the same on all characters, despite each module script being separate and having different ones, it seems to default always to the first npc that the player speaks to. anyone know a fix to that?
I can't change the leave message at all how did you do it
how do i make it so i can use the "Info" script multiple times on an NPC? like how can i make another NPC be able to chat?
I need so much help when I test it to try to play it. The text box for the thing is already there and I didn’t even test it out yet.
how do I connect the choices to receiving an item?
can someone link a template game where they used this and it worked, I used both videos but something is wrong with whatever I did and I really am kinda lost lol..
You guys should also include part of endDialogue function on character.Died event so it doesnt break when player resets or dies somehow
repeat wait() until game:IsLoaded()
local players = game:GetService('Players')
local plr = players.LocalPlayer
local plrchar = plr.Character or plr.CharacterAdded:Wait()
plrchar:WaitForChild('Humanoid').Died:Connect(function()
task.wait(0.5)
currentNpc.HumanoidRootPart.ProximityPrompt.Enabled = true
camera.CameraType = Enum.CameraType.Custom
camera.CameraSubject = game.Players.LocalPlayer.Character
main:TweenPosition(UDim2.new(0,0,1,0))
task.wait(1)
main.Visible = false
nameLabel.Text = ""
dialogLabel.Text = ""
storedChoices = {}
currentNpc = nil
end)
where do i add this? script? info? or client and what part?
@@n0dxnut4youmom4 yea
@@Pgmr_2402 man said yea instead of answering his question 💀💀
@@user-vr2nq1yd2o no he said that because he agrees to his question
where do I add this?
is there a way to add a shop system?
The dialogue system works perfectly, but some of my NPC's are much much larger than the player models so the root part is far out of reach and the dialogue prompt can't be activated, how could I fix this?
my camera moves around when i press e and i want it to stay still can someone please help me with this
Bro this model i very easy to use and the desing is very human!
How would I make a first time greet message? So when the player interacts with the npc again they cannot see the first dialog and choices and will be presnted with something else?
can i make a screen gui or smth like that pop up as soon as you leave the dialogue
I have an issue every time i want to add another NPC it does not work? im confused
How to add animation to the NPC while chatting with it
Please help, I did everything, and have no errors but the script won't work
WHAT AM I DOING WRONG!!!!!! 😭😭😭
I HAVE A ISSUE, i can not detect the E button even when i copied the scripts already there something wrong?
pls message me.
now.
you have to add a ProximityPrompt to the npc
how to make camera face the way u want to? like if u want to not look at the head but hand
Hi I have a problem my reply buttons are not showing how can I make them work?
whenever i click the prompt to talk it doesn't work does anyone know how to fix this.
Chef's kiss
You should do quest system with this dialogue system
How to make it so the player can't use their inventory while talking
How would I adjust this to work with more than one npc that all have different dialog. I've messed with it a little bit and havnt figured it out. I'll keep messing with it but I thought you or someone else could help
@@kiddkitch4237 Hey man I'm wondering the same thing, can you help me out?
@@alwaysagony Took me a long time again, just had to do it again and had to re watch the videos but basically what i did was dpilicate the first npc and add a number at the end of their humanoid name so humanoid1. Then in the info script everywhere it says info put info1. Then duplicate the workspace script and where it says humanoid put humanoid1 and where it says info put info1. Then boom it works.
@@kiddkitch4237 Well that's definitely a solution. I'll remember that next time I have trouble. I did it in a way weirder way and sometimes it just didn't work. I moved my other NPCS to a different folder and I had to like continually delete and re-add the info scripts. I have 0 clue why this worked like 40% of the time. I'm definitely doing it your way now though, tysm
Glad to help but I think we are both doing it wrong. I think ideally we figure it out adding to 1 script stead of in my case copy and pasteing 2 scripts adding to 4. I'd imagine for performance less scripts would be the way to go but I don't know how to script so here we are.
I feel you man@@kiddkitch4237
Hello, mr Teletacos! this helped so much but i have a question... how do we add thi dialogue to multiple npcs? i could add to one of them but not the 2nd one... how do we do?
You might have to just copy and paste everything into the 2nd one? Thought I’m not sure and don’t know if that’d work
As a noob it took me all day to figure out but I did. For use on multiple NPC, drag the NPC out of the folder(or don't I don't think there's difference) then go to the server script and do:
if npc:IsA("Model") and npc:FindFirstChild("Humanoid") then
print(npc.Name, "Has been found")
local humanoid_root = npc:WaitForChild("HumanoidRootPart")
local head = npc:WaitForChild("Head")
local module = require(npc.brenda)
local prompt = npc.Head.block.ClickDetector.MouseClick
prompt:Connect(function(player)
player.PlayerGui.NPC_ChatGui.Enabled = true
if module.CameraDistance then
event:FireClient(player, npc, module, CFrame.new(head.Position + head.CFrame.LookVector * module.CameraDistance, head.Position))
else
event:FireClient(player, npc, module)
end
end)
end
NOTE:
* npc for me is my script.Parent, i.e the NPC
* I did not use a proximity prompt, I used a click detector cause I wanted to 🤌
* My camera position thing does not work but everything else does and I still needed to connect my click detector
* Brenda in this instance would be the name of your module script!
* Make sure the function: for i, v in pairs, is REMOVED you don't want that to be there or it won't work just have your variables and the scripting above :)
(edit):
lmao i see my typo i just fixed it and my camera works now too perfecto 🤌
@@angryzllama3719 tysm, i will tested out!
is there sound talk?
Hey Teletacos I need your help, I like your videos, about how you explain, how you tell, or some people that need fast to make games without hearing how to do it. You just give them a script you are good person I found. I have one question I've been searching on YT RoDevFom and ChatGPT how do I add a Command line when choices is chosen a Command start that kicks, bans, teleport, given effects or anything. Sorry for long Comments ._.
Why is he not online anymore?
local main = script.Parent.Main
is not apart of "workspace"
i did the tutorial but after that i realized that i cant talk to the npc and saw how you had a prompt to hold e to talk to him
did i miss a step or something?
The same happened to me! :( Did you solve it? This is frustating..
@@writtenbycamus Turn off RequiresLineOfSight for the ProximityPrompt
@@ImAzus Don't worry I fixed it
@@writtenbycamus please tell me how you fixed it
@@Raphaeltheslayer Check it again. What I did wrong is that I did the whole thing manually, then I saw the script could be downloaded lol 💀
does anyone know how I can link a specific dialogue to an event?
How to add sound?
How do you make the npc play a sound as it speaks.
In client add the sound of your choice.
Then go to this part of the script at line 20-21
Type this
for i, v in text:split("") do
label.Text = label.Text .. v
task.wait(0.05)
script.Text:Play() -- Text is the name of the sound I inserted into the Client. Call it whatever you want
end
end
@@damelongod722 it work but the text appear two times
9:43
IT WONT WORK HELP WHAT IM DOING WRONG AW)FTIWEJTFK
Where do I put the proximity prompt?
the proximity prompt is added to the HumanoidRootPart from the script in the NPCs folder
I've done so many of these none of them work and its pissing me off now. I watched 40 mins
Hey telemacos can u please answer to me on discord, im Oxis plz