Creating Your Scenario In Chatmapper

  • Getting Started With LearnBrite Single User 56% 56%
In this video, our senior instructional designer Hannah is going to take you through the basics of ChatMapper, our branching dialogue generator.

Introduction of Characters

Our first task is to change the names of each character. ChatMapper lists every character as Actor2, 3, 4 or 5 so we’re going to give them different names.

First of all, click on an Actor in the Assets window (top left corner, highlighted in red). Then look in the Properties window (bottom right corner) and see the Name and Voice fields (highlighted in blue and green respectively).

The Voice field will show you if the default character is male or female. Using this information, we can choose appropriate names for our characters. In this demo, we’re going to call them Suzanne (1), Fred (2), Erica (3) and Mark (4).

Creation of Our First Dialogue

As you can see, the central window is grey and empty right now. That’s because no conversation has been opened yet. To do this, simply click on the “Conversations” tab (highlighted in red) and double click on “2 – Actor2” (in orange). This will open up the conversation in the central window.

In the screenshot above, you can see the root node and the dialogue node (green and purple respectively). The root node is the beginning of any conversation and cannot be deleted. It does not have any text but acts as an anchor to attach all future dialogue nodes to.

The dialogue node is where the conversation takes place and there can be as many of these as you need in any conversation.

When we click on the dialogue node, there are 3 key elements in the Properties window:

– the Actor (red)

– the Conversant (blue)

– the Dialogue Text (green)

The actor is who is speaking and the conversant is who is listening.

Go ahead and paste in the following (without the quotation marks “”)

“Are you here for the presentation?”

Adding A New Dialogue Node


To add a new dialogue node, click on the green plus circle within the dialogue node.

This will cause a window to pop-up in the centre. You can see that it has all the same fields at the Properties window in the bottom right corner. You can edit the dialogue here or in the Properties window, whatever is easiest for you.

Notice that in this new dialogue node, ChatMapper has automatically swapped the Actor and Conversant around.

Paste the following into the Dialogue Text field:

“Yes, I am”

Now, add another node and paste in

“That’s great! Fred is getting ready to start. | Erica’s already sitting down so please make yourself comfortable.” (adding | creates a line break to break down conversations into smaller chunks/phrases)

When you’re done, it should look like this:

(4) Adding in a branch
Adding branches allows users to choose responses or questions and become an active part of the scene.

Start by opening conversation “3-Actor 3” (Go to the Conversations tab and double click on it). Then click on Dialogue Node [1] and go to the Properties window (bottom right corner).

Find the Dialogue Text field and paste in “Good morning. | My presentation is going to be about LearnBrite’s software.”

Now it’s time for our branch! Go back to node [1] and click on the plus sign to add a second child dialogue node. Paste in “That sounds interesting. I’m looking forward to hearing your presentation!”

Nodes [2] and [3] need different responses so let’s add those next.

In node [2], click the plus sign to add a new node and paste in, “Would you mind waiting until the end? | I hope that my presentation will answer any questions you may have. | If it doesn’t, we have saved 10 minutes at the end for questions.”

In node [3], add a new node and paste in “Excellent! I hope you find it useful.”

That will create a dialogue tree that looks like this:

(5) Adding in simple conditions
If we try to talk to Fred, the first time runs really smoothly. However, if we go back and speak to him a second time, he will repeat his welcome.

That would be strange and break the atmosphere for the learner. So how can we change it so that he says something new?

Let’s start by adding in a new branch to the root node. Click on the plus sign and in the new node, paste in “We’ll start in a minute: I’m expecting a few more people to be here.”

This is nice because it means we can have a welcome one time, and a more suitable secondary conversation.

However, Chatmapper views both of these nodes equally and will offer both as a choice when you speak to Fred.

Luckily, we can use conditions to activate and deactivate nodes!

(5.1) “Display Node Only Once”
This condition will only show our node once in the conversation. If we return to the conversation in the future, it will not be shown again.

Locate the conditions window at the bottom, to the right (shown in green).

Click on the pencil button (top right corner of the conditions window) and then select the first option “Display this node only once”.

Notice that the code that appears in the conditions window

It is as simple as that! Now this node will show itself once and then deactivate.

(5.2) “Dialogue SimStatus Condition”
This allows a node to only be shown after a specified node has been shown.

To choose this, click on the pencil button in the conditions window and select the second option: “dialogue SimStatus condition”.

Notice again that the code that appears in the conditions window

The code here needs an ID to be specified so that it knows which node it needs to see before activating itself. (Dialog[id].SimStatus == “WasDisplayed”)

All you need to do is add the number of node you need.
In this case, change it to “Dialog[1].SimStatus == “WasDisplayed””
Now, node [1] must be shown before this one is shown

This creates a seesaw effect. The 1st time the conversation is played, node [1] is activated and node [6] is deactivated (because it is waiting for node [1] to be activated).

The 2nd time the conversation is played, node [1] has deactivated itself and node [6] has activated itself.

This is how the conversation tree for Fred should look now.

Don’t worry, it may seem complicated the first time but it quickly becomes second nature! 🙂

(6) Updating Suzanne’s conversation
If we go back to Suzanne’s conversation, we have a similar issue (she will keep asking if you are here for the presentation, never remembering your last answer).

Now we can make the same seesaw effect to “unlock” a new conversation branch.

Click on the root node, add a new child dialogue node, paste “Fred will start any minute now. Choose any seat you like!”

In node [1], add a “display this node only once condition”

In node [4], add a “dialogue SimStatus condition” and change the number to [4]

(7) Creating Erica’s Conversation
Let’s put everything together now to make a new conversation!

Click on node [1], paste in “Hey, nice to meet you. I’m Erica. | If you have any questions, please ask!”

Now we’re going to add in a branch with 3 options

To make it a little neater, we’re going to add a group

Right click on node [1], choose “insert…”, “group after”

In the Properties window, rename the group “Questions”

From group [2], add three dialogue nodes and paste into:
– [3] “Who is Fred?”
– [4] “What is your role in the company?”
– [5] “I don’t have questions for you now. | I’ll ask you if I think of any!”

Add new dialogue nodes leading on from nodes [3], [4] and [5] and paste into:
– [6] “Fred is the Acting head of learning. | He’s teaching us about future technologies.”
– [7] “I’m the head of the design department. | I work a lot with Fred a lot, | so it’s good for me to know about his side.”
– [8] “No problem, come back if you do.”

Click on the root node, add a new dialogue node ([9]) and paste in “Hi. Do you have a question for me?”

Add a “Display only once” condition to node[1]
Add a “Display SimStaus condition” to node [9], and remember to edit number “Dialog[9].SimStatus…”

(8) Adding Loops
In Erica’s conversation, each of these questions causes us to exit the conversation.

However, It would be better/more natural, if we could stay in the conversation and
ask another question

To make it easier to see, we have highlighted group[2] to be purple

You can highlight any of the nodes or groups by using the 7 coloured circles on the top toolbar.

Click on node[6], click on the chain button
Notice the red outline of node [6] and the whole central window

Click on group[2]
Notice that the red disappears and an arrow appears under node [6]

This means that when node [6] plays, it takes us back to group 2 afterwards (which lets us ask another question)

Let’s do the same for node [7]. Click on node[7], click on the chain button and link to group[2]

Remember to leave node [8] without a link (because you have no questions)

Click on node[9] and add a link to group[2] (she asks if you have a question)

(9) Deleting Characters
All LearnBrite templates come with 5 actors (player + 4 NPCs). But what if we only want 4 characters? Let’s delete Mark to show you the process

First, we need to delete any
conversations including Mark:

– Go to “conversation” tab
– Click on “5 – Actor 5”
– Click on the cog (under the “assets”) – Select, “delete conversation”, OK

Now we can delete the actor:

– Go back to “assets” tab
– Click on “Mark”
– Click on the cog,
– Select “delete actor”, OK

(10) Setting autoplay
If you want a conversation to run as soon as a scene loads, you need to set it to autoplay. Every template naturally sets conversation “1-Explore” to autoplay so we need to deactivate that and select a new node to autoplay on opening.

Open the “conversations” tab and double-click on the first conversation “1-Explore”. Then click on the root node and you will see in the Properties window, that the autoplay button (marked with green) has a tick. Click on it to disable the autoplay function.

Then go to Suzanne’s conversation (“2-Actor2”). Click on the root node here and click on the autoplay button to create a tick. Now when we open the scene, Suzanne will automatically start to speak.

(Extra) Adding Characters
Adding Characters
Let’s add him back in now: Click on the cog under “assets”, “New actor”

Enter his name and click OK
In the Properties window, there are 5 things we need to do:

:onClick (this controls what happens when you click on an object)
-> paste in “{ action: ‘playConversationId’, cnvid: 5 }”
:avatar_externalId (this is the customised look of your character)
-> paste in “3787691984”
:avatar_spotTag (this tells your character where to stand in the scene)
-> paste in “hotspot5”
:isNPC (NPC = Non-Player Character, aka this is not the learner’s character)
-> click to tick this box
:voice (it is automatically set to UK English Female)
-> paste in “UK English Male”

Next Lesson: Launching Your Scenario >>

How useful was this article?

Click on a star to rate it!

We are sorry that this article was not useful for you!

Let us improve this article!