I have a dialog for an NPC representing a trader. Here is the current conversation:
-Player Clicks "?" and starts conversation
-Trader: Hello! I have a deal!
-Player: Ok What Is It?
-Trader: Checking... Found
Now at this point, a remote event was fired when the conversation started and the serverscript has readied the next quest.
My question is how to make the trader talk again, right after he says "Checking... Found", without another response from the player. In other words he talks twice before the conversation ends.
EDITED PART
Image Of Current Dialog Hierarchy: https://gyazo.com/5ab72f2b3c5a851af788381fd93650b0
Gif of current Conversation: https://gyazo.com/f3655e634051501b3ebe39e41877808d
As you can see I need him to talk a Second time to actually tell the quest.
SCRIPTS
LocalScript In StarterPlayerScripts
local remote = game.ReplicatedStorage:WaitForChild("GetQuest") game.Workspace.Trader.Head.ScanCurrent.DialogChoiceSelected:Connect(function(plr, choice) if choice.Name == "Accept" then --if player clicks accept remote:FireServer() --sends message to fetch current quest end end)
ServerScript in ServerScriptService
game.ReplicatedStorage:WaitForChild("GetQuest").OnServerEvent:Connect(function(player, DialogToChange) local quest = player:WaitForChild("Leaderstats"):WaitForChild("Quest") local message = script:WaitForChild("Quests"):FindFirstChild(quest.Value)--looks in the quest folder and checks for the quest based on the users quest value if message then --have the message but not sure how to relay it through the trader else print("no mess") end end)
Any ideas? Thanks for any help!