this is what i have:
// dialog script file
@S // dialog startup entry point
ego: "Good day"
Gro: "Welcome to the inner-islands, ferry Mr. Twinsen!"
Gro: "would you like to board the ferry?"
@1 // option 1
gro: "ok"
gro: "you may board the ferry"
stop
@2 // option 2
GRO: "Goodbye"
stop
Can someone tell me why it wont actually give the player the option to pick!? both options are ticked as 'Show:' and 'Say:'
Why cant dialog's script just be the same as normal ags script?
You don't have a "return" at the end of the @S part of the script, so it's going and doing option 1 at the start of the conversation.
// dialog script file
@S // dialog startup entry point
ego: "Good day"
Gro: "Welcome to the inner-islands, ferry Mr. Twinsen!"
Gro: "would you like to board the ferry?"
return@1 // option 1
gro: "ok"
gro: "you may board the ferry"
stop
@2 // option 2
GRO: "Goodbye"
stop
QuoteWhy cant dialog's script just be the same as normal ags script?
Dialog scripts are done this way to make them easier to understand :P
okay, i got that to work; thanks.
I have another problem now...
How do i make you go onto the ferry when you say option 1? is it possible to set variables in dialogs or what?! OR EVEN BETTER, a teleport strait from a dialog?
e.g.
@1 // option 1
gro: "ok"
gro: "you may board the ferry"
NewRoomEx (*, *, *) ;
* being the coordinates?
edit-------
never mind, ive read the help file again... i must have mis-read that part