Dialog tree

Started by geork, Sat 21/03/2009 15:33:05

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geork

  Hey all
   I was wondering about dialog tree options, and what one could do with them. so far, I can only make dialog, but I was wondering if it is possible to:
   a) change a variable if a certain option is chosen.
   b) be able to make an inventory item dissapear, appear after an option (e.g. a transaction).
   c) be able to add voice in the dialog
thanks

GarageGothic

Yes, these are all possible. The sections of the manual (use the index) explaining these are: "Conversations", "Global variables" and "Voice speech".

suicidal pencil

a) Yes. When you are writing the dialog, and you want to change a variable, you can hit tab, and write code
eg:
Code: ags

.
.
.
@2
JOSH: Thanks for saving my dog! Here's the $10 I owe you
  Cash += 10; // hit tab, then write your code
EGO: No problem!
return
.
.
.


b) Same thing.

Code: ags

.
.
.
@2
JOSH: Ok, I'll trade my gum for your chocolate
  player.AddInventory(Gum);
  player.RemoveInventory(Chocolate);
return
.
.
.


c) You can, but I specifically don't know how

geork

thanks!
  I just had one more question (which might lead to more...sorry)...well, I just wondered...um...where is this manual? because I can't find anything named manual, or index, for that matter
    sorry that I seem like such a noob, but hey, we all start out somewhere!
  -geork

GarageGothic

#4
When you're in the editor, press F1 and the manual will pop up. You can also open the help file from your AGS program folder, it's called ags-help.chm. There's also an online version but as far as I can tell it's not quite up to date.

geork

Thankyou
  all my problems are solved, ;D
   -Geork

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