@pinosante I thought again of what I was saying the other night, and the trigger does not work.
Since you would need to trigger it prior to displaying the group, you would have to be able to keep track of the answered questions already. You could only do that with some logic. This could only be possible if you'd use something like LogicBricks and trigger a logic on group show.
I catch your drift indeed, but this is some kind of "über advanced use" of VAMStory I did not have in mind initially... since, let's be honest: it is just "visual design nitpicking". ( as I was mentionning, not all games disable the answers on the fly, you often have the ability to re-read them ).
And to get on the subject of what
@Spacedog suggests and a possible suggestion I had in mind yesterday night while I was eating: if I'd handle that natively, I would have to keep track of answered questions for every single group during runtime. I also would have to handle a story reset system that would completely "forget" these states so that you could restart the scene from scratch when the scene ends. This would also mean an additional option to make this active or not per answer, per group.
I'm not saying no... this could be handy (since well, you have the idea of making something based on that)... but I prefer to first see how people making use of VAMS and see if the plugin gets used in general before diving into really specific advanced features like that.
@atani 's suggestion is actually good. "My don't use these below" is meant to warn "new users". But you could technically simply switch the group answer toggle on and off prior to displaying the group... the "Dial_0-AnswerXEnabled" things.
BUT, this updates the story itself. Which means you would have to reset every single runtime "change" that could have happened to the answers when you reset the story.
This is an alternative solution while I'm considering diving into advanced features
The incoming VAMStoryDirector could help with stuffs like these (full resets, specific toggles etc)
@atani well! not a bug of mine per say
meshed did not handle the position of popups, the list always displays below it. I thought since I always makes scrollables (with the slider on top) now that it would be good enough... but I guess not! : D
I'll have to put my usual "useless" spacer below then