Dialogue node problem - both options available
Author | Topic: Dialogue node problem - both options available |
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Warrior
Member # 1451
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written Monday, June 28 2004 13:41
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Here is my code: begintalknode 4; state = 2; personality = 1; nextstate = -1; condition = get_flag(0,1) == 0; question = "Ok."; text1 = "Stuff1"; code = set_flag(1,0,1); toggle_quest(0,1); change_coins(50); break; begintalknode 5; state = 2; personality = 1; nextstate = -1; condition = get_flag(0,1) == 0; question = "No."; text1 = "Stuff2"; code = set_flag(1,0,1); toggle_quest(0,1); change_coins(20); break; I wish to make a dialogue with the choice to accept a quest or not. If you dissagree, you still get the quest, but with a lower budget. The problem is that when testing I could click both options, one after other. Simulation: Ok.->Stuff1->No.->Stuff2->End I wanted it to be: Ok.->Stuff1->End or No.->Stuff2->End What's wrong with this picture? What am I doing wrong? -------------------- I am pleased to make contact with your entities. Posts: 123 | Registered: Sunday, July 7 2002 07:00 |
Shock Trooper
Member # 4154
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written Monday, June 28 2004 13:44
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As long as the flag (0,1) is 0, they will both be visible. Once you choose one of the two, it sets flag (1,0) to 1. I think you may have intended to set (0,1) to 1 instead. -------------------- You're a moron if you think I'm not. Posts: 213 | Registered: Friday, March 26 2004 08:00 |
Warrior
Member # 1451
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written Monday, June 28 2004 13:50
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I am a moron. Thank you for enlightening me. Posts: 123 | Registered: Sunday, July 7 2002 07:00 |
Warrior
Member # 1451
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written Monday, June 28 2004 13:55
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Wait one moment. Now it doesn't show the second option at all. We're making progress but I'm still confused. EDIT: I am even a bigger moron, forgot to undo my previous ideas and it didin't show because of them. [ Monday, June 28, 2004 14:23: Message edited by: Abu Dhabi ] -------------------- I am pleased to make contact with your entities. Posts: 123 | Registered: Sunday, July 7 2002 07:00 |
Apprentice
Member # 4729
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written Saturday, July 17 2004 01:12
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make them go to different states, e.g a state that has an action = END_TALK , this will end the dialog immediately. Posts: 7 | Registered: Friday, July 16 2004 07:00 |