probably a simple problem...but....

Started by , Mon 06/12/2004 20:34:23

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guest

Hi I am creating a conversation between two characters. Now i know what I am going to get..."read the manual"...."study the tutorials" however I spent an hour and a half last night trying to figure this out and I can't do it. I have created the first part of the conversation, My character walks up to a guard and 3 options pop up. You know it all runs through fine, I have the 'stop' command at the end of the conversation, I have the 'return' command at the end of each option's dialog however.... I want to make it so once you get to a certain point in option 3 of the the topic, the conversation switches over to a new set of options (namely-a new topic). So I create a new topic with options for it and in the scripter for the first dialog i put in the command goto-dialog 1 (which is the topic with new options I want the conversation to go to after option 3 in dialog 1 is done.....

Alright so read that over again carefully and you should still be with me. Anyway, basically the goto-dialog 1 command isnt doing anything, and instead of bringing the convo to the new options for topic 1, its just displaying the words that go along with those options for topic 1, but you cannot see the options for them...And also, what do I type in  in the scripter to make it so once you read over a convo once you cannot again?

Ginny

#1
For your first issue, could you give us the exact script for both dialogs, since by all you've said I cant find a reason for it not to work. Perhaps make sure you haven't used both the return and the goto-dialog X in the option thats supposed to get you to the other dialog, and that you've checked the "Show" boxes in the second dialog
For the second question, using option-off X should do the trick.
Try Not to Breathe - coming sooner or later!

We may have years, we may have hours, but sooner or later, we push up flowers. - Membrillo, Grim Fandango coroner

guest

Here is the scripting I have for both dialog 0 and dialog 1

dialog 0:// dialog script file
@S  // dialog startup entry point
guard: Oh good, your awake.
return
@1  // option 1
guard: My names John. I'm a security guard here at the club.
return
@2  // option 2
guard: Were in the basement of the club right now. Do you remember anything from before?
christian: No I just woke up a second ago in that little room. How did I get in there?
guard: You were upstairs before with some of your friends I guess when these two men approached you.
guard: Now I was standing around at the time talking to a friend of mine but I started to notice them acting a bit strange to you, like you knew them and they were there to kill you or something.
guard: I dunno. All I do know is a few seconds after they approached you one of them grabbed the back of your jacket and dragged you through the crowd and down the stairs to this hallway.
guard: When I saw that I followed them down here. It took me a minute to get through the crowd but on my way down the stairs they were heading up. When I got to the backroom you were sprawled out on the floor unconcious.
christian: Holy shit...
guard: Yeah man...so I've just been standing around here waiting for you to wake up.
christian: Thanks a lot. I appreciate it.
guard: No problem
goto-dialog 1
@3  // option 3
guard: Anytime man.
stop


and this is the scripting for dialog 2:// dialog script file
@S  // dialog startup entry point
@1  // option 1
guard: Not really. They were distant the entire time and when they passed me on the stairs it was really quick and I didn't even realize they just passed by for a second or two. By that time they were gone.
christian: I see.
goto-dialog 0


Tell me what you think.

Ashen

What if you change goto-dialog 1 to goto-dialog 2, since that's the different dialog? (Calling dialog 1 from dialog 1 wouldn't do anything, after all.)
And, why are dialogs 0 and 1 the same anyway?
I know what you're thinking ... Don't think that.

guest

No Ashen I may have made that a bit unclear.  When I wrote "and this is the scripting for dialog 2:// dialog script file" I didnt mean this dialog was the actual TOPIC 2, I mean its the second part of the dialog. Its actually Topic 1. The first scrip is dialog 0, the second is dialog 1....

Ashen

Ah, I see, and I may have misunderstood the problem as well. Do you mean when it calls dialog 1 the second dialog, it just says it without you having to click anything, then goes back to the first dialog?
If so, that's perfectly normal behaviour for dialogs with only one option. The only way round it would be to add another.
And the second question: Do you mean you then don't want the player to get the second dialog, if thaey ask the question a second time?
If so, try (I'll put it here so you don't have to reply just to say yes or no):

dialog 0:// dialog script file
@S  // dialog startup entry point
guard: Oh good, your awake.
return
@1  // option 1
guard: My names John. I'm a security guard here at the club.
return
@2  // option 2
guard: Were in the basement of the club right now. Do you remember anything from before?
christian: No I just woke up a second ago in that little room. How did I get in there?
guard: You were upstairs before with some of your friends I guess when these two men approached you.
guard: Now I was standing around at the time talking to a friend of mine but I started to notice them acting a bit strange to you, like you knew them and they were there to kill you or something.
guard: I dunno. All I do know is a few seconds after they approached you one of them grabbed the back of your jacket and dragged you through the crowd and down the stairs to this hallway.
guard: When I saw that I followed them down here. It took me a minute to get through the crowd but on my way down the stairs they were heading up. When I got to the backroom you were sprawled out on the floor unconcious.
christian: Holy shit...
guard: Yeah man...so I've just been standing around here waiting for you to wake up.
christian: Thanks a lot. I appreciate it.
guard: No problem
@3 // option 3
guard: Not really. They were distant the entire time and when they passed me on the stairs it was really quick and I didn't even realize they just passed by for a second or two. By that time they were gone.
christian: I see.
option-off 3
return
@4  // option 4
guard: Anytime man.
stop
I know what you're thinking ... Don't think that.

Ginny

Wouldn't that simply be:

dialog 0:// dialog script file
@S  // dialog startup entry point
guard: Oh good, your awake.
return
@1  // option 1
guard: My names John. I'm a security guard here at the club.
return
@2  // option 2
guard: Were in the basement of the club right now. Do you remember anything from before?
christian: No I just woke up a second ago in that little room. How did I get in there?
guard: You were upstairs before with some of your friends I guess when these two men approached you.
guard: Now I was standing around at the time talking to a friend of mine but I started to notice them acting a bit strange to you, like you knew them and they were there to kill you or something.
guard: I dunno. All I do know is a few seconds after they approached you one of them grabbed the back of your jacket and dragged you through the crowd and down the stairs to this hallway.
guard: When I saw that I followed them down here. It took me a minute to get through the crowd but on my way down the stairs they were heading up. When I got to the backroom you were sprawled out on the floor unconcious.
christian: Holy shit...
guard: Yeah man...so I've just been standing around here waiting for you to wake up.
christian: Thanks a lot. I appreciate it.
guard: No problem
option-off 2
goto-dialog 1
@3  // option 3
guard: Anytime man.
stop

And yeah, topics with one option dont ever show the options.
Try Not to Breathe - coming sooner or later!

We may have years, we may have hours, but sooner or later, we push up flowers. - Membrillo, Grim Fandango coroner

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