# linear_dyn_chat_retry

Specific type of step_dyn_chat that allows only one “I agree” answer to the player. If the linear_dyn_chat_retry is timed out, the script executes a jump_to the previous talk_to instruction. This is designed for the debriefing situations at the end of a mission, where a player can move away from the giver or ignore the NPC but still be able to initiate the linear_dyn_chat_retry.

## Properties :

name : Name of the step, can be used as Jump_to destination and should thus be named as a C++ object (no blank, no special character …)

npc_name : Tag of the npc that does the chat.

hide_obj (Boolean) : Prevent the step to be displayed in the mission log.

overload_objective : Allow to set a specific a description of the mission. See text guidelines for the formatting requirements.

roleplay_objective (Optional): Allow to add a description to the step.

phrase : NPC speech that leads to the phrase_yes button. See text guidelines for the formatting requirements.

phrase_yes : Text displayed in the interface to be clicked by the player. See text guidelines for the formatting requirements.

Also see step_dyn_chat, linear_dyn_chat_fail, linear_dyn_chat_continue.