Suggestion: Nested dialogs (SOLVED)

Started by fovmester, Sun 27/02/2005 08:25:56

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fovmester

I noticed that you can switch to another dialog from within a dialog by using the goto-dialog X command. But this really CHANGES dialog, not just temporarily.
EX:
Let's say we run dialog X and somewhere inside it we want the characters to start talking about a specific topic Y without showing the other dialogoptions of dialog X. If we do this by goto-dialog Y then when we're finished talking about Y (a stop-command in Dialog Y) then we DON'T COME BACK TO DIALOG X like we should but the dialog is stopped. Period!

My suggestion is that this kind of nesting of dialogs is made available, because it really makes possible advanced dialoging without much effort. You could do something like the above with use of globalints or a lot of option-ons and -offs but by nesting different topics it's all made really easy!

So in short: If you call a dialog using the goto-dialog you should come back to the same place in this dialog after finishing the other.

Maybe sometime you'd really want to NOT come back. Maybe an option could do that:
EX: goto-dialog X OPTION
where X is the dialog to go to and OPTION is 1 if you want to come back and 0 if not.

Pumaman

Well, goto-previous is designed for nested dialogs.

However, if you're saying you'd want to use Topic Y on its own as well as using it as a sub-topic of Topic X, then I can see where you're coming from.

Is this what you're after?

Radiant

Btw I noticed that goto-previous-dialog behaves unpredictably when it's triggered on the first dialog of a RunDialog() sequence.
(specifically, it depends on what dialog you where running earlier, and goes there - and if there are none, the game crashes)

Pumaman

#3
I guess its behaviour should be defined in that situation. The most sensible thing would I suppose be to stop the dialog.

Edit by strazer:

Implemented in AGS v2.7 RC2

fovmester

I didn't realise there was a goto-previous command? Must've missed that. Sorry!

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