How to make my characters talk to objects.

Started by Meatballs, Thu 04/08/2011 14:54:01

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Meatballs

Okay so I've written a dialog file (ddialog1) now what do I type in the scrpit window to make ddialog1 appear whenever my character uses the talk to command? ???

Khris

You select whatever the player character talks to (an NPC, an intercom, what have you), then click the lighting bolt icon at the top of the properties pane.
Then you click on the "talk to" event, then on the ellipses (...) button in the empty field next to it.
AGS will now create and link to the function.
Inside the function, between { and }, you put:

Code: ags
  ddialog1.Start();


The next thing you do though is read the manual and do the tutorial. Also read the forum rules thread and check out the resources in there.

You aren't supposed to ask a question like this in the forums; the manual's tutorial clearly explains how to do this.

Meatballs

I tried hat and got room1.asc(68): Error (line 68): Undefined token 'ddialog1'

Khris

#3
Please post the surrounding lines.

Are you sure the dialog is called "ddialog1"?

If you type the first three letters of a command or object, the auto-complete window will kick in. If it's not in there, you're spelling it wrong.

Meatballs

#4
function Skull_Talk()
{
ddialog1.Start();
}
NVM fixed. Thanks :)

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