Basic Dialog Help Needed

Started by Becks, Wed 05/09/2007 05:04:50

Previous topic - Next topic

Becks

I am using V2.72 and have gotten to the dialog part. What I am trying to acheive is:

A simple dialog between the player and a character. The tutorial explains to put:

Quote
@1
ego: "Hello. How are you?"
narrator: The man looks you in the eye.
otherman: ...
otherman: "I'm fine."
return

as an example. I put this in the Script Editor and saved the script.

The tutorial I am looking at, does not explain anything further that is any help. Nor does it explain:

*What the "option names" (with Show/Say beside them) have to do with what i've done in the script editor*

So, after I put something such as the following in the script editor:

Quote
// dialog script file
@S  // BECKS: Hey where have you been.
@1  // B: I was visiting Chuck's grave.
@2  // B: I was walking behind a tree.

What next? I have saved the above script, and am basically stuck at this point.

I apologize if I am repeating an often asked question, but I did a Search of the forum, and only found more technical questions...


Any help is appreciated. Thank you  :=





Terrorcell

What you want to do is when you create a 'new option' in the dialogs pane put the question or statement that, you would like the character that you are talking to, to respond to.
Then in the script editor, put:
Code: ags
// dialog script file
@S // dialog startup entry point
BECKS: Hey where have you been.. 
return
@1 // option 1
              //the answer to the question in the first 'new option' box
return
@2 // option 2
              //the answer to the question in the second 'new option' box
return
@3 // option 3
              //the answer to the question in the third 'new option' box
stop      

The show/say tick boxes probably dont have anything to do with what you are doing.
But if you need more help with it then search 'dialogs show say' in the tutorial.

I hope this answers your question. ???

Khris

To elaborate a bit:

The "@x" bits serve as entry points. Running a dialog will run the dialog script from @S; selecting option 2 will run the dialog script from @2.

As terrorcell said, you'll have to use "return" afterwards, otherwise the script won't stop running through all other options below the selected one.

The show/say tickboxes have everything to do with what you're doing.

Show is actually like an on/off switch. Tick show for every option that's supposed to show when the dialog is run the first time.
More sophisticated dialogs will have options that aren't turned on until other options have been selected by the player, so you'll want to uncheck their show boxes.

The say option simply sets whether the player actually says the option's text.

A good example is an interrogation; the player can select topics like "suspect", "car", aso., but the character isn't supposed to say "suspect" but something like "Did you know the suspect?"
Untick say, then write the actual line into the dialog script.

All this is of course explained in detail in the manual.
Right after the example script you've posted here.

SMF spam blocked by CleanTalk