dialog dependancies?

Started by lilinuyasha, Mon 09/05/2011 23:38:00

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lilinuyasha

How would i make an option in one dialog (or a seperate dialog entirely) be available only after a seperate dialog has been chosen?
I can Fluently speak Braille. I obtained a swiss army knife...From the Turkish Navy. My hands feel like rich brown suede. My blood smells like cologne. I AM Trey Love, The most Interesting Man in the World.

m0ds

In the current dialog you would use "option-on" or to affect another dialog you would need to call a run script command in both dialogs, one to set the option and one to read whether the option should be on or not. I think. Someone with some ACTUAL AGS technical knowledge will hopefully clear this up for you :)

lilinuyasha

Yes, that makes sense. Thanks! now if i can figure out how exactly to script phrase my other dialog activities, we'll be fine :)
I can Fluently speak Braille. I obtained a swiss army knife...From the Turkish Navy. My hands feel like rich brown suede. My blood smells like cologne. I AM Trey Love, The most Interesting Man in the World.

Khris

Put at least one space at the beginning of the line to indicate to AGS that you're using a normal script command, not a dialog command, then use Dialog.SetOptionState():

Example:
Code: ags
...
@3
player: Do you sell weapons?
Merchant: Yes, of course.
option-off 3                                   // dialog command
  dMerchantBuy.SetOptionState(3, eOptionOn);   // script command, indented
return
...

lilinuyasha

I needed an option in a completely differnt conversation to open. i figured it out. thanks guys! :=
I can Fluently speak Braille. I obtained a swiss army knife...From the Turkish Navy. My hands feel like rich brown suede. My blood smells like cologne. I AM Trey Love, The most Interesting Man in the World.

Khris

And I told you exactly how to do that :)

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