need help scripting with dialog.

Started by , Tue 12/09/2006 12:31:21

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wilikas

I recently played some of my treasured games such as the early monkey island games and the indina jones games.
  It re-kindled my passion for the adventure genre so i decided to attempt to create my.
  I read a tutorial about dialog scripting, i can make the Hero reply to the dialog options, but i don't as yet know how to make an NPC reply to them (i'm not sure how to create an NPC either, i did read the tutorials on the website but i failed)
  Help would be greatly appreciated.


Ashen

Where exactly did you 'fail' at making the NPC? It's kind of important because if you don't HAVE any other characters, you obviously can't make them speak.

Once you've got more characters, making them talk is easy. The Conversations section of the manual deals with Dialogs, and Character.Say is what you'd use out of them. If you've read these (as you should've) and are still having problems, can you be clearer about what they are (and what you've tried that isn't working).
I know what you're thinking ... Don't think that.

wilikas

Ok thank you very much.

(i made an object and put the script name as oTest and i tryped in oTest: ___
and there was an error because it couldn't find the character.)
How can i put a character in a room, i tried and had no success.

Ashen

Objects won't work, it's characters you need.
You can set an NPC's initial room in the Character Editor, like you do the PC, and move them around with Character.ChangeRoom. Please, READ THE MANUAL before you go any further - all these things are in there, if you look.

Also, it's the script name you use in Dialog scripting, not the Script-o-name (e.g. 'EGO:' not 'cEgo:').
I know what you're thinking ... Don't think that.

wilikas

Thank you, i referred to the manual for my next small issue but found the guild not very helpfull, i'm trying to edit my dialog script and have the text change colours. this is my script.
/
/ dialog script file
@S  // dialog startup entry point
@1  // option 1
Roger: Uhh, who are you?
character[ROGER].SpeechColor = Green;
Ronald: Me?
Roger: Uhh, yea?
@2  // option 2
@3  // option 3

It doesn't work, keeping in mind that i have referred to the manual.

monkey0506

First off you'll need to use dialog_request. Look that up in the manual, and...since I can't seem to find the info on how to implement that in the online manual, maybe try searching the forums as well.

Also, you'll need to set the speech color by number (i.e., 2 would be standard green, so "cRoger.SpeechColor = 2;" from within dialog_request).

(As noted above, you can use "cRoger" in place of "character[ROGER]")

wilikas

How would i make different options available,
for example

Option One
-------------
Roger: Hey what do you do?
Ronald: I sell apples.
-----------
(an option replaces Option One)

Option Five
Roger: How are the apples
Ronald: Not bad.
----------------

Ashen

Again, that's in the manual - in the Conversations section I already linked you to, along with a list of all the commands that can be used in dialogues. dialog_request is expained in the BFAQ.

I'm locking this, since it really doesn't look like you've read the manual. Once you have, if you still can't solve your problem, PM me (or Scummbuddy) and we'll re-open it.
I know what you're thinking ... Don't think that.

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