Adventure Game Studio

AGS Support => Beginners' Technical Questions => Topic started by: OllyRich on Tue 19/07/2005 16:19:13

Title: Conversation problem
Post by: OllyRich on Tue 19/07/2005 16:19:13
Hi there,

Whilst testing my game I just realised that sometimes I am unable to start a dialog with one of my characters. For example there is a character guard for whom a dialog was developed by someone other than my self. I checked out the character though, under the interaction property>talk to charcter>run script a RunDialog(1) function has been called which does indeed implement a conversation.

I am sometimes able to hold this converation with the character simply by clicking on him, but other times a get a sand dial icon and the charcter automatically leaves the room. Does anyone have an idea why this is?

Cheers.
Title: Re: Conversation problem
Post by: Ishmael on Tue 19/07/2005 18:16:55
Sounds like there is something wrong with your scripts... I can't think of where it might be exactly, though. I guess it's something to do with the character interactions. Are you sure you're clicking the character with the talk cursor ever time?
Title: Re: Conversation problem
Post by: OllyRich on Wed 20/07/2005 08:54:31
Yes, I am using the talk cursor. As I mentioned earlier, I am sometimes having success doing this but on other occasions a loading dial appears and my character is forced to leave teh room. Could this be down to any of the settings?
Title: Re: Conversation problem
Post by: strazer on Thu 21/07/2005 01:09:38
Quotebut other times a get a sand dial icon and the charcter automatically leaves the room.

This doesn't happen by itself, there must be some piece of code or interaction that triggers this.
Is there maybe a region or walkable area between your character and the guard that makes the player leave the room when walked upon?
Or is there anything defined for the room edges (Room editor -> Settings -> "i" button -> "Player walks off top/left/right/bottom edge")? If so, are the edges set up correctly (the yellow lines in the room editor)?

And what room does you player character go to when he leaves?
Check the room script (Room editor -> "{}" button) and the global script for any "NewRoom" or ".ChangeRoom" function calls with this room's number in it.
Title: Re: Conversation problem
Post by: OllyRich on Thu 21/07/2005 10:28:53
Thanks for the tip. I think its got something to with some the global variables as in if he is asked once, he cannot be asked again. Thanks.