Hello,
I've made a custom GUI for a dialog box. My dialog options are appearing fine, but there is a extra empty row underneath that highlight when the mouse is over it and when I click it nothing happens. What is this and how do I get rid of it?
Thanks
Do you have any options in your Dialog that are there but do not have a filled title?
If not, then please give more details, how exactly did you make your option box (do you use default dialog options behavior, or custom options rendering), and also, how is the "empty row" gets highlighted if it's empty? (post a screenshot, perhaps)
Thanks for getting back to me so quickly. No there are not any empty options in the dialog editor
Here's a screenshot of my dialog options box
https://imgur.com/51G6v8g
All I've done is create a new GUI and under general settings, under dialog, I've set 'Use GUI for dialog option' to the number of the new GUI
Also is there a way to use a different font for the dialog options, or does it always inherit from the speech font?
I think this is not an option, but a Text parser's input field.
Do you happen to have a "ShowTextParser" option enabled in the Dialog's properties?
Ah yes I forgot I set "ShowTestParser" to true because before it wasn't displaying the options but instead firing straight into the dialog. I've just set this back to false and now it's working and that empty box has disappeared.
Any idea why the options weren't initially appearing before I set "showTextParser" to true??
Ok I'm still having problems with this.
In my dialog script I have goto-dialog X function which is only working correctly if I have "ShowTextParser" set to true. For some reason when I set this to false, the opening "Option text" for the new dialog branch is ignored and it launces straight into the script.
Hope this makes sense
Quote from: Willis on Sun 17/09/2023 10:49:21In my dialog script I have goto-dialog X function which is only working correctly if I have "ShowTextParser" set to true. For some reason when I set this to false, the opening "Option text" for the new dialog branch is ignored and it launces straight into the script.
"goto-dialog" command is supposed to switch to another Dialog, which in turn should
- run
@S script section
- after this script finishes with "return" - display available options.
"Option text" is not supposed to play right after "goto-dialog", because no option is selected yet in the new dialog.
I don't know how "ShowTextParser" may be changing anything in this. I did a quick test, and it works same regardless of whether the parser is enabled or not.
Can you post the dialog script in question?
First dialog script:
@S // Dialog startup entry point
return
@1
Freddie: Hello, beautiful day todays
LonelyMan1: Yes... yes, beautiful...
option-off 1
return
@2
Freddie: How long have you been a resident at Pebble Beach 436?
LonelyMan1: Ohh, about 3 months now
option-off 2
goto-dialog 1
@3
Freddie: Goodbye
LonelyMan1: Oh... OK... bye then
stop
Second dialog script:
@S // Dialog startup entry point
return
@1
LonelyMan1: Oh, you know, it's... peaceful
LonelyMan1: Although might not be what my future coupled is after! *nervous laughter*
goto-previous
Your second dialog has only 1 option. AGS automatically runs the single option if there's no others.
Maybe it skips the "Option text" with "Say" checkbox? In that case that's probably a mistake in the engine...
You may workaround that by putting player's line as a first line in script.
Ah yes I understand now. Will be easy to work around this as you said.
Thank you for all your help
I just tested this, and the Option text is correctly displayed in similar case, when the single option starts automatically. Are you sure it had Say checkbox ticked?