Dialogue
Author | Topic: Dialogue |
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Lifecrafter
Member # 4682
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written Sunday, September 5 2004 10:27
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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. -------------------- 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 |
The Establishment
Member # 6
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written Sunday, September 5 2004 11:08
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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. -------------------- Your flower power is no match for my glower power! Posts: 3726 | Registered: Tuesday, September 18 2001 07:00 |
Lifecrafter
Member # 4682
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written Sunday, September 5 2004 13:47
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We just tried that. It didn't work. -------------------- 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
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written Sunday, September 5 2004 14:35
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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 ] -------------------- Z: "I just feel so insignificant." Psych: "You ARE. You're an ANT." --Antz Posts: 104 | Registered: Saturday, November 17 2001 08:00 |
The Establishment
Member # 6
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written Sunday, September 5 2004 18:17
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Under town details, did you assign the town script? -------------------- Your flower power is no match for my glower power! Posts: 3726 | Registered: Tuesday, September 18 2001 07:00 |
Warrior
Member # 4778
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written Sunday, September 5 2004 22:22
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did you assign the right (or even any) dialoguenode to the people in your town in the editor? -------------------- www.bigblue.de.gg BoA graphics and more Posts: 188 | Registered: Monday, July 26 2004 07:00 |
Triad Mage
Member # 7
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written Monday, September 6 2004 02:10
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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. -------------------- "At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander ==== Drakefyre's Demesne - Happy Happy Joy Joy Encyclopedia Ermariana - Trapped in the Closet ==== You can take my Mac when you pry my cold, dead fingers off the mouse! Posts: 9436 | Registered: Wednesday, September 19 2001 07:00 |
Lifecrafter
Member # 4682
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written Monday, September 6 2004 15:43
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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
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written Tuesday, September 7 2004 08:51
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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... -------------------- And when you want to Live How do you start? Where do you go? Who do you need to know? Posts: 2864 | Registered: Monday, September 8 2003 07:00 |