Hi.. Problem with dialog options off
The below works but with a slight problem.
With 2 options left it does not 'return' but goes straight to option 4.
// Dialog script file
@S // Dialog startup entry point
Chris: We need to pull together.
Chris: What do you have in your pockets Dopey?
Richy: Let me see...
return
@1
Richy: A penknife
Chris: That could prove handy. Can I borrow it?
Richy: Sure
cChris.AddInventory(iknife);
option-off 1
return
@2
Richy: A shopping reciept.
Chris: Paper. Mm, could be useful to start a fire!
Richy: A fire??
Chris: One never knows
cChris.AddInventory(ipaper);
option-off 2
return
@3
if (player.HasInventory(iskunk))
{
Richy: I've got some skunk.
Chris: I have some skunk already.
option-off 3
}
else
Chris: Can I have some?
Richy: What for? I've only an ounce left!
Chris: I have an idea.
Richy: Ok but you owe me Del.
Chris: Cheers mate
Richy: Yeh
cChris.AddInventory(iskunk);
option-off 3
return
@4
Chris: Thanks
Richy: Ok
stop
@3
if (player.HasInventory(iskunk))
{
Richy: I've got some skunk.
Chris: I have some skunk already.
}
else
{
Chris: Can I have some?
Richy: What for? I've only an ounce left!
Chris: I have an idea.
Richy: Ok but you owe me Del.
Chris: Cheers mate
Richy: Yeh
cChris.AddInventory(iskunk);
}
option-off 3
return
it's probably this.
Dualnames
I have included what you said but no avail, so far
// Dialog script file
@S // Dialog startup entry point
Chris: We need to pull together.
Chris: What do you have in your pockets Dopey?
Richy: Let me see...
return
@1
Richy: A penknife
Chris: That could prove handy. Can I borrow it?
Richy: Sure
cChris.AddInventory(iknife);
option-off 1
return
@2
Richy: A shopping reciept.
Chris: Paper. Mm, could be useful to start a fire!
Richy: A fire??
Chris: One never knows
cChris.AddInventory(ipaper);
option-off 2
return
@3
if (cChris.HasInventory(iskunk))
{
Richy: Skunk. But I've only got a little left.
Chris: That's ok I have some.
option-off-forever 3
}
else
{
Chris: Can I have some?
Richy: What for: I've only an ounce left!
Chris: I have an idea.
Richy: Ok but you owe me Del.
Chris: Cheers mate
Richy: Yeh
cChris.AddInventory(iskunk,6);
}
option-off-forever 3
return
@4
Chris: Cheers.
Richy: Hope the things can help us!
stop
Thanks anyhow
In dialog system the problem is that you can't mix regular scripting comands and dialog syntax within curly braces. Try this instead:
@3
if (player.HasInventory(iskunk))
{
cRichy.say("I've got some skunk.");
cChris.say("I have some skunk already.");
}
else
{
cChris.say("Can I have some?");
cRichy.say("What for? I've only an ounce left!");
cChris,say("I have an idea.");
cRichy,say("Ok but you owe me Del.");
cChris.say("Cheers mate");
cRichy.say("Yeh");
cChris.AddInventory(iskunk);
}
option-off 3
return
Hi Adrian
after correcting a few errors of your code it still does not work as it should..
I shall persevere.
Quote from: steptoe on Wed 21/09/2011 20:13:11
Hi Adrian
after correcting a few errors of your code it still does not work as it should..
I shall persevere.
Oh yeah, sorry for the mistakes about say instead of Say and the messy indenting ect.
The thing is when you have only two options left and you choose one of them, the last one will be triggered automatically every time. This is normal behaviour and I don't know if there's a way to change that.
Hi Adrian
I made a 'Dummy' option and it works now.
Something to remember.
cheers
You can do this:
game.show_single_dialog_option = 1;
That sounds handy LeKhris
cheers