[SOLVED] Goto-dialogue command not recognising new dialogue name

Started by JackPutter, Sun 26/04/2020 17:08:30

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JackPutter

Hi everyone! I have hit upon an issue that I just can't solve. I am writing a dialogue script, and I want one of the options to link to another dialogue in a fairly standard dialogue tree. Here is an example of one of the options:

Code: ags
 @2
Fredericks: Dobbs has been injured.
Skipper: What happened?
goto-dialogue dSkipperDobbs
return 


I have made sure my second dialogue is named dSkipperDobbs in the properties pane, however when I try to run my game, I get an error saying "goto-dialogue must supply new dialogue name" which is really confusing me.

From what I can tell, I am following the tutorial's instructions for linking two dialogues together. I've looked at previous threads here where people have posted with dialogue issues, and in each of them part of the solution is to lay out the script the same way I have above. At first I tried using the number of the dialogue script as the manual says the command is "goto-dialog X" and I thought that the "X" might have been an integer, but after that didn't work I checked the tutorial and forum to see that it is normally the name of the dialogue script that is needed. Unfortunately I haven't had success doing it this way either!

Am I overlooking something obvious? I feel like I am supplying the correct name for the goto-dialogue command. In case it's relevant, the speech style in General Settings is set to Lucasarts. If you need more details of anything, more examples of code, or need more explanation, please just let me know what I can do to help you get a handle on this problem. This is my first time trying to do a dialogue tree, so if this is a simple process that I'm just not understanding, please let me know what I am doing wrong. I apologise if this issue has been addressed before, I did scour the manual and previous forum posts but I didn't see anything that seemed applicable to my problem.

Scummbuddy

Are you returning to the same dialog name of the same dialog we are looking at in your example? That may be recursive and it may not want to do that.

Also, you may want a "stop" instead of a return at the end of that example dialog text you have there.

Take a look at this new pass of the AGS tutorial dialog, here:
https://adventuregamestudio.github.io/ags-manual/acintro8.html



- Oh great, I'm stuck in colonial times, tentacles are taking over the world, and now the toilets backing up.
- No, I mean it's really STUCK. Like adventure-game stuck.
-Hoagie from DOTT

JackPutter

Thank you very much for such a quick reply!

The dialogue I have posted the example from is called "dSkipper1" and the one I want to change to is called "dSkipperDobbs". I have tried removing the "return" from the end of the example, and I receive the same error. I tried your suggestion of using "stop" instead of "return", but my game still won't run and I get the same "goto-dialogue must supply new dialogue name" error. (I also don't want the dialogue to end at that point, I want to display the options to the player again.)

Also, just to clarify, I don't just receive this error once for one particular option. I currently have 5 options that contain a "goto-dialogue" command, and they ALL produce the same error, even though it appears to me that I have scripted them correctly and named the new dialogue in the right way.


Slasher

For a start dialog does not have a u or end e in it.. and take out return.
Example
Code: ags

@2
Fredericks: Dobbs has been injured.
Skipper: What happened?
goto-dialog dSkipperDobbs

Cassiebsg

I think I tried using go-to command in first game as well, but I just checked and I used an "alternative". I probably couldn't get it to work either... can't remember.

but you can just use normal script commands in dialogs, if you ident them with at least a space.

Code: ags

@2
Fredericks: Dobbs has been injured.
Skipper: What happened?
     dSkipperDobbs.Start();
return 


This will take you to the new dialog. Can't remember if you have to call dSkipper1.Start() to return, or if just stopping dSkipperDobbs will do it. Try it out.  ;)
There are those who believe that life here began out there...

JackPutter

Slasher - Oh my God, I feel like such a muppet! I deleted the "ue" from the end of "dialogue" and it totally cleared up the issue.

I've spelled it "dialogue" my entire life. I've read so many words with regional spellings (colour/colour, honor/honour, theatre/theater) that I guess my brain just says, "These two are the same, don't even think about it." Even making my other games and creating new "Dialogs" I never noticed that the spelling was different. All that time reading the manual, tutorials, and forum posts... I just had to pay attention to the spelling!

Cassiebsg - Thank you very much for the tip about using regular script in commands, if I had my thinking cap on I definitely would have tried that too!

Thank you all very much for being so quick and attentive, you've helped me out a lot and I really appreciate the assistance! That's not a mistake I'll be making again!

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