Dialogue Trouble

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AuthorTopic: Dialogue Trouble
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I was learning how to put dialogue in a scenario, and I scripted a town script and a town dialogue script and put a person in a town. When I go into the scenario and try to talk to the person though, it says there is no dialogue loaded. I cannot figure out what I did wrong. Any ideas?

[ Sunday, August 21, 2005 09:44: Message edited by: Nicothodes ]

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Posts: 834 | Registered: Thursday, July 8 2004 07:00
Off With Their Heads
Member # 4045
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First of all, it's "dialogue."

Second, was there a script error of any kind when you entered the town? The game will print a red line that begins, "Error:" when you first enter the town.

Is the dialogue script named properly? Is the person's memory cell 3 set to the right value?

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Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

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The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
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Member # 4682
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No, yes, and yes. It's really frustrating! :mad:

EDIT: Thanks for correcting my spelling.

[ Sunday, August 21, 2005 09:45: Message edited by: Nicothodes ]

--------------------
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
Master
Member # 5977
Profile Homepage #3
That's exactly the problm I had when I for the first time tried to talk.

It gives this error most of the time, (I guess) when something is wrong in the definitions. I had this script:

begintalknode 1;
state = 1;
personality = 78;
condition = 1;
question = "question?";
text 1 = "message";
the fault was its not "text 1," but "text1." After I fixed that, I didn't get the error anymore. maybe you should post your script, so when give it a look. (But don't post the hole script, just a part.)

other solutions might be the ones Kelandon gave, although the one with memory cell three can't be, because when talking to somebody who doesn't have a number (higher than 0) in memmory cell 3, the game will say "it doesn't respond."

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Posts: 3029 | Registered: Saturday, June 18 2005 07:00
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Here's a section of the code.
begintalknode 1;
state = -1;
personality = 0;
nextstate = 1;
condition = 1;
question = "question";
text1 = "text";
text2 = "text";
action = INTRO;


--------------------
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
Off With Their Heads
Member # 4045
Profile Homepage #5
Have you defined the town script in the Town Details window? If so, what is the name defined there, what is the name of the script in the scenario folder, and do they match? And what is the name of the dialogue script?

Do the states in the town script run?

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
Lifecrafter
Member # 4682
Profile #6
I had a mistake in the Town Details. Thanks everybody!

--------------------
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