Weird error in dialog: options in dialog are run like Say commands [SOLVED]

Started by iamlowlikeyou, Thu 04/11/2010 18:29:14

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iamlowlikeyou

I have encountered a very weird error in one of my dialogs;

I have written the dialog like always,
yet the dialog is run through like a chain of Say commands.

That means, when Ego performs the cChar_Talkto action, the dialog options are not listed like usual, instead all options AND cChar's replies are run like a chain of Say commands.
This makes no sense to me - the only place in the globalscript the command is mentioned is:

function cOldMan_Talk(){
   player.Walk(150, 150, eBlock);
   dDialog2.Start();
 }

And, like I said, the dialog is written just as usual.

Any idea what could be the cause of this?



PS. the return command is in order, so that can't be it.

Dualnames

I think we need the dialog2 script.
I have few ideas of what it could be, but nothing really certain.
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

iamlowlikeyou

After much sweating and swearing I figured it out now  ::)

Turned out it was because there was only one option at a time, that's why it ran through like Say commands.
Just for another time's sake;
anybody know how to avoid this, if you only have one option?

Dualnames

What you require is this somewhere.
Code: ags
game.show_single_dialog_option = 1;


From the Manual:
If only a single dialog option is available, show it anyway (default=0)

That means that with the code above you can display dialog options containing only one option, without autoplaying the option.
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Khris

I'm curious though, why use a Dialog if there always just one possible option anyway?

paolo

Quote from: Khris on Thu 04/11/2010 23:02:26
I'm curious though, why use a Dialog if there always just one possible option anyway?

You're right, there probably wouldn't be any point in doing that, but consider a dialog with multiple options that are turned off one by one once the user has selected them. Eventually you'll get down to a dialog containing just one option, and by displaying it by itself and allowing the user to click on it, it doesn't end up being displayed as if it's part of the previously clicked option.

Khris

Right, but I'd argue that a selection that offers only one option ceases to be a selection.
After all you want to simulate a conversation, and being able to select different options while adding interactivity also inserts pauses into the flow of the conversation.

If a dialog is well designed, the very fact that the goodbye text is automatically uttered by the player is a good thing, I think.

The Mass Effect games did an exceptional job in this regard; you could select an answer or another topic several seconds before the NPC finished their sentence and if you accidentally started to talk to somebody and immediately selected the "end conversation" option, Shepard would say "Nevermind" instead of the original text.

A game really profits from stuff like that in terms of believability and immersion.

iamlowlikeyou

You're right, it can seem strange...
But as an example, I think it would serve as a good instrument for creating a sense of helpnessness in the conversation, if the player is allowed to select the option, even if it's the only one available... IF you would want that feeling, of course :)
Anyway, I was mostly curious, if it was possible to do it.
Thanks for your replies!

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