112 operator platforms11/19/2023 ![]() ![]() Here is the same example with using “back”: Alternatively, we can use the "back" attribute on the caller options. Firstly, we could create copies of previous nodes, but this just doubles our work. With just three questions, we have a mess in our structure, and to avoid it we can do one of two things. Those arrow connections are not looking good. When we create this in the editor, this is what it looks like: Start -> Answer -> When -> Answer -> Who -> Answer -> Where -> Answer -> End When a call starts we almost always want to ask the caller some basic questions to get the hang of a situation: When? Who? Where? Let's say that call would look like this : If that situation occurs after answer 2, there will be only question 3, not both options. Here after answer 2, we have questions 2 and 3, but question 2 can be also selected following answer 1. Once an option has been played, it will never be played again in that call again (shown in options to choose). Check the section “Properties, Action on end, Action on ignore” for more information. You can set a custom chance for each outcome in the properties. We can see that every option has a chance to play equal to 100% divided by a number of options connected. We actually create a call that has random outcomes every time it's played. Having more than one option coming from the Operator node is something different because only the player can make choices, so when we do a structure like this: This is how the example above looks in game Having more than one Operator option connected under the caller option, the player will need to select an option to move on. When there is only one option for the player in the call, the dialog moves on by itself. ![]() ![]() This gives us knowledge of how the structure of a call should look in 112 Operator: Operator -> Caller -> Operator -> Caller, like in screen below.Ĭall always must start from the Operator node with ID set to 1, in most cases in the game, it's text is "112, what's your emergency?". In 112 Operator, a call is a dialog between a 112 Operator (actually the player) and a caller who calls the 112 service. Now that we know how the interface for creating call structure looks, let's talk more about how we should use it. ![]() Sometimes we want to move or delete many nodes at the same time, for that we need to create a select box by holding Ctrl button and moving the mouse cursor Deleting - Using the delete button will delete selected elements.Creating connections - We can create a connection from one node to another by holding the right mouse button on one node and moving the cursor to another.Creating nodes - Clicking anywhere in the view using the right mouse button will create a new node.Moving - We can move a node around the graph view by holding the left mouse button on the node and moving the mouse cursor.Dark green - also represents options that will be played after the selected option, but with special property "Back" (more on this topic later).Red - represents the options what lead to selected node.Green - represents the options what will be played after the selected option.Dark Blue - represents the selected node.To counter this, when node is selected, the nodes around it change color to: Unfortunately, call structure can get really complex over time, and seeing all the connections just as arrows, the screen might become cluttered. Also, we see connections (arrows) from node to node, they represent what options will be played before and after. Dialog nodes represent the dialog options we can see in game, what text will be displayed and who speaks - the operator (Headphones icon) or the caller (exclamation mark). Graph The graph view is where we can visually see and create call structure using dialog nodes. ![]()
0 Comments
Leave a Reply.AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |