My dialog dosent work.
I can't believe it, but Character 2 dosent respond, and the dialog startup entry point speech dosent even show. It sucks!
@S // dialog startup entry point
1: "Hey, fish brotha! Wat's happenin?"
2: "Hello, enthusiastic fish brother."
return
@1 // option 1
2: "Well, just becasue I'm a clownfish dosent neccecarily mean I'm funny."
1: "Oh, come on, you must know something."
2: "Well, OK."
2: "So theres this sea cucumber, a clownfish, wait, no, wait, yeah, a clownfish..."
2: "Anyway, the sea cucumber says- well sea cucumbers can't talk, but this is a joke, so neverm-"
1: "OK, I've heard enough."
return
@2 // option 2
2: "You are in the region of Piscimortuus, the land of the Piscimortuus.
1: "What??"
2: "That's right, the land of the Piscimortuus."
2: "Or it could be the land of the Mortuuspisci. I never really learned latin."
1: "Ok..."
return
@3 // option 3
2: "See this rock next to my house?"
1: "Yeah"
2: "Theres a treasure in there."
1: "So?"
2: "If you break that rock open and get the treasure inside, I can help you."
1: "Consider it done!"
2: "Dont, forget!"
2: "BREAK THE ROCK IN FRONT OF MY HOUSE!!!"
1: "Crazy..."
2: "What was that?"
@4 // option 4
2: "Oh, you know. I've been doing good. I've been stressed lately, but luckily I'm going on a trip to Atlantis next week.
return
@5 // option 5
2: "Bye."
stop
Tell me what I'm doing wrong, please.
Also, I've tried "MoveCharacter" in the interactions editor and in the script, but nothing seems to work.
Please help me.
PS, I am really the user releasethefrogs, but the login dosent work on my computer. That sucks too.
Errr.... how does the MoveCharacter relate to the dialog?
I probably should have phrased that better.
I have 2 problems, and one has to do ith MoveCharacter in a totally diferent setting.
My main problem priority is the dialogs
ALL HELP IS WELCOME!!!!
please help, i couldnt sleep last night because of this.
ok..
Quote@S // dialog startup entry point
1: "Hey, fish brotha! Wat's happenin?"
2: "Hello, enthusiastic fish brother."
return
Use character names instead of numbers:
@S // dialog startup entry point
ego: "Hey, fish brotha! Wat's happenin?"
clown: "Hello, enthusiastic fish brother."
return
yeah, that makes sense, however, I am using the CHARID numbers, so why couldnt that work?
Because Dialog script works differently, it's different from text script, so, it's probably recognizing the NAMES other than values, since there's no serious variable handling in dialog scripts.