Adventure Game Studio

AGS Support => Beginners' Technical Questions => Topic started by: SebastianEl on Fri 26/04/2024 13:37:53

Title: Dialogue error
Post by: SebastianEl on Fri 26/04/2024 13:37:53
I thought I'll make a new topic, to be less confusing.

So I've followed tutorial, made event: talk to character, and made examlpe dialogue:


 
[member=0][/member]S  // Dialog startup entry point
return
[member=0][/member]1
cEgo: What's up?
return
[member=0][/member]2
JC: IDK
return

+ @1 is option text "Hi"
  @2 is option text "Hello"



I think I've done everythig as in the tutorial:

(https://www.youtube.com/watch?v=-BVSvB-w2CU&list=PL21DB402CB4DAEAEF&index=32&ab_channel=densming)

however I'm recieving only a message "Got nothing to say" when clicking JC character

Title: Re: Dialogue error
Post by: Crimson Wizard on Fri 26/04/2024 13:52:14
Quote from: SebastianEl on Fri 26/04/2024 13:37:53however I'm recieving only a message "Got nothing to say" when clicking JC character

"Got nothing to say" likely comes from "unhandled_event" function; it's in default templates. This means that there's no proper function connected to that JC character interaction event.

Which template do you use? The choice of event to use also depends on template.
- In Sierra template you should use TalkTo event
- In BASS template you should use Interact event for everything (and LookAt event for looking)
- In Verb-coin, probably also TalkTo event
Title: Re: Dialogue error
Post by: RootBound on Fri 26/04/2024 14:11:17
I'm pretty sure "got nothing to say" is a default line from the global sctipt unhandled_event function in the BASS Template. It's called when there's no script associated with talking to a character.

EDIT: Yes, listen to Crimson Wizard above. Make sure you call the dialog under the function where you click on the character you want to talk to.
Title: Re: Dialogue error
Post by: SebastianEl on Fri 26/04/2024 15:14:57
They are different depending on template? wow!
Title: Re: Dialogue error
Post by: SebastianEl on Fri 26/04/2024 15:15:34
I use BASS
Title: Re: Dialogue error
Post by: SebastianEl on Fri 26/04/2024 15:22:15
i've changed it to

function JB_Interact(Character *theCharacter, CursorMode mode)
{
dDialog1.Start();
}

but now nothing happens
Title: Re: Dialogue error
Post by: Crimson Wizard on Fri 26/04/2024 15:24:51
Is this function connected to the event, on that character's events table? To which event?
Title: Re: Dialogue error
Post by: SebastianEl on Sat 27/04/2024 19:15:53
Actually IT WAS template related. THANK YOU! I've started new sierra template, followed along with tutorial and all was fine. Exept.. If NPC ask me a question, and I want to choose dialoge option, what should I do to continue the  comversation?

Title: Re: Dialogue error
Post by: Khris on Sun 28/04/2024 08:18:13
You can turn options on or off from inside the dialog script, and you can switch to another dialog.

Sorry, but all this is explained in the relevant section of the manual. Please make sure you exhaust all available resources before asking here.