Dialog texts - data/code isolation

Started by darkseed, Tue 14/08/2007 16:55:04

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darkseed

Is there a way to embed a startup dialog in the dialog system? I mean a dialog that isn't triggered by a dialog option selection, but by a dialog start? Right now, I'm using Character.Say() in these cases, but my dialogs are mixing up with the code. Other problem is the game msgs, I display them with Display(), but the text again gets mixed up with code.

I wanted to give ONLY the game text to the plot/game design team... My idea is to dump the dialogs to a text file using this option in AGS, but these others texts aren't included. I can export the scripts as well to get the other texts, but I dont want code in my text file.

What you guys would suggest to isolate data and code in these situations? I've thought  in using text files, but the documentation says to only use them to handle simple stuff as saved games...

Thanks in advance

Khris

Create a translation source. This will dump every line of text in the game into a textfile.

Pumaman

To have a startup dialog, use the @S marker in the dialog script which will run before the dialog options are displayed.

As for dumping your game text, the best method to use depends on what you want it for. As KhrisMUC suggests, a translation source is the easiest way if you don't want to modify the text.

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