Dialogue

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AuthorTopic: Dialogue
Lifecrafter
Member # 4682
Profile #0
My sister and I are making a short scenario to learn scripting. We're trying to get dialogue to work. We've done everything that the instructions said and saved it as tempestdlg.txt in the scenario folder. When we try to get it to work, however, a message comes up saying that no dialogue had been set up. Any help would be appreciated.

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Posts: 834 | Registered: Thursday, July 8 2004 07:00
The Establishment
Member # 6
Profile #1
Is the town named tempest? Or is this the scenario name? You need to add the 'dlg' after the town name. So, if the town script file is called t3newyork.txt, its dialogue file will be t3newyorkdlg.txt.

Look at some of the examples to figure this out.

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Posts: 3726 | Registered: Tuesday, September 18 2001 07:00
Lifecrafter
Member # 4682
Profile #2
We just tried that. It didn't work.

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Do not underestimate the power of the mechanical pencil.

Join the Dark side. We have cookies.

Played in:
Fiddler on the Roof
Bye Bye Birdie

"Hey, Patrick, feel this random pipe. It's squishy"-Nils
Posts: 834 | Registered: Thursday, July 8 2004 07:00
Warrior
Member # 286
Profile #3
Have you set the town's script to exactly "tempest" (without the quotes)? Failing that, do you get any script errors?

[ Sunday, September 05, 2004 14:36: Message edited by: Crunchy Frog ]

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Z: "I just feel so insignificant."
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Posts: 104 | Registered: Saturday, November 17 2001 08:00
The Establishment
Member # 6
Profile #4
Under town details, did you assign the town script?

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Your flower power is no match for my glower power!
Posts: 3726 | Registered: Tuesday, September 18 2001 07:00
Warrior
Member # 4778
Profile Homepage #5
did you assign the right (or even any) dialoguenode to the people in your town in the editor?

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Posts: 188 | Registered: Monday, July 26 2004 07:00
Triad Mage
Member # 7
Profile Homepage #6
Following up on what bigblue said, if the characters are running on the basicnpc (default) behavior script, you need to put the number of their first dialogue node in memory cell 3.

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Posts: 9436 | Registered: Wednesday, September 19 2001 07:00
Lifecrafter
Member # 4682
Profile #7
We do have the nodes set for the person(only one NPC so far). We're still working on the town script, maybe that's the problem.

--------------------
Do not underestimate the power of the mechanical pencil.

Join the Dark side. We have cookies.

Played in:
Fiddler on the Roof
Bye Bye Birdie

"Hey, Patrick, feel this random pipe. It's squishy"-Nils
Posts: 834 | Registered: Thursday, July 8 2004 07:00
Shaper
Member # 3442
Profile Homepage #8
As long as your town script has it's START_STATE, EXIT_STATE and INIT_STATE and anything else needed, it shouldn't matter.

I presume that that town script has no errors? And, make sure you haven't left a mistake in the dialogue script - check by entering town in your scenario and looking for an error in the text area.

If that's ok, check to make sure that you've used the correct method of assigning dialogue. In the creature editing dialog box, you should put the talknode in box three, as explained by Drakefyre. You might have used the state number instead - I did first time!

Finally, make sure that you have placed the dialgue (and town) script in the folder containing the actual scenario file.

If you have made an error in either script, you'll have to pick over it looking for mistakes. A common one is using "beginstate 4" instead of "begintalknode 4" in a dialogue script. Failing that I'm stumped without more info...

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Posts: 2864 | Registered: Monday, September 8 2003 07:00