I have encountered a very weird error in one of my dialogs;
I have written the dialog like always,
yet the dialog is run through like a chain of Say commands.
That means, when Ego performs the cChar_Talkto action, the dialog options are not listed like usual, instead all options AND cChar's replies are run like a chain of Say commands.
This makes no sense to me - the only place in the globalscript the command is mentioned is:
function cOldMan_Talk(){
player.Walk(150, 150, eBlock);
dDialog2.Start();
}
And, like I said, the dialog is written just as usual.
Any idea what could be the cause of this?
PS. the return command is in order, so that can't be it.