Stopping inital lines of dialog after first time

Started by heirofmaul, Fri 18/05/2007 10:13:05

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heirofmaul

How's it going everyone?

Ok, so I've searched through the Beginner FAQ and the boards here, but I can't find a solution to my problem.  I'm sure it's something probably really obvious that I'm just missing (I do that at times ::) ).

You know how when you start a conversation with another character, you can have it so a bit of dialog automatically plays out when you first engage in conversation?  e.g. When you click to talk to a character, the player says "Hi" and the other character says "How's it going?"  Well, when I return to the first group of dialog options after talking about whatever else, it always starts off saying those automatic lines again.  e.g. After you've already been talking to a character about a story and go back to the original group of dialog choices, it starts off once again by the player saying "Hi" and the other character saying "How's it going?"

How do I stop these automatic initial dialogs from reoccuring?  Thank you.

Khris

Remove them from after @S in the dialog script and put them into the regular script before calling Dialog.Start(); (using Character.Say(), of course).

There's another way, though. Put "return" after @S so nothing will be said in the beginning, then move the opening lines to option 1.
Uncheck every other option's "Show" checkbox so option 1 is chosen automatically, then after the lines, disable option 1 and enable the rest.

heirofmaul

With your first suggestion, do you mean to put those inital lines into the global dialog or something?  I'm not quite clear on that one.

Thanks.

Khris

I meant something like:

player.Say("Hi");
cGuy.Say("How's it going?");
dGuy.Start();

heirofmaul

Where would I put those such scripts?  In the dialog script or somewhere in global?

Khris

I guess you're using the interaction editor to run the dialog, right?
Replace the dialog command with a RunScript command, click the edit script button and put the lines in there.
(By doing so, they will actually get added to the global script, correct.)

heirofmaul

#6
Alright, got it, thanks ;D.  I can't believe you have to do all that (I know it's not THAT much, but still) just to do that.  But yeah, it works.  And I'm assuming I'll be able to put my recorded sound lines in the run script just fine, yes?

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