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Author Topic: Displaying single dialog option (IMPLEMENTED)  (Read 1970 times)

Radiant

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Displaying single dialog option (IMPLEMENTED)
« on: 31 Jan 2005, 12:30 »
If, in a dialog, only a single option is enabled, AGS will automatically trigger that option without user interaction.
By contrast, LucasFilm games still display the dialog menu, even if only a single option is possible.
It would be nice to have a SetGameParameter or something similar that switches between these two behaviors.
« Last Edit: 09 Feb 2005, 09:47 by strazer »

Scorpiorus

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Re: Dialogs (Tiny feature request)
« Reply #1 on: 31 Jan 2005, 13:19 »
Yeah, although it seems reasonable to choose the last available option automatically, sometimes it may also be useful to let the player do it. For example, when clicking on a person with a talk cursor should always bring up a list of options for consistency throughout the game, and thus pointing out that it's choosing a certain option that makes you advancing further in a game.

Re: Dialogs (Tiny feature request)
« Reply #2 on: 31 Jan 2005, 14:46 »
@ Radiant:
Did you just read my post in the beginners technical forum?  ;)

Anyhow, I too think it would be a good thing to implement.
I can't really explain why I'd like it. Perhaps it's a phsychological thing ... first you have to click on something ... then the character says it  .... action - reaction  :)

Radiant

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Re: Dialogs (Tiny feature request)
« Reply #3 on: 31 Jan 2005, 15:25 »
Magician -> no, I'm a psychic :)

SSH

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Re: Dialogs (Tiny feature request)
« Reply #4 on: 31 Jan 2005, 16:05 »
Well, of course the whole dialog system needs a generalisation to allow custom interfaces

Pumaman

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Re: Dialogs (Tiny feature request)
« Reply #5 on: 31 Jan 2005, 19:44 »
I understand the request, but personally as a player I'm kind of against it. If there are no new things I can say to a character and the only thing available is "Goodbye", I'd much rather they said it automatically so I can skip past quicker.

But it's fair enough to allow you discretion over this as a game designer, so I'll see about adding some sort of horrid game.auto_choose_dialog_option type variable to allow you to change it.

SSH: yeah but this is different, because in this case the dialog options aren't even displayed so a custom handler wouldn't get the chance to draw them either.

SSH

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Re: Dialogs (Tiny feature request)
« Reply #6 on: 01 Feb 2005, 11:04 »
SSH: yeah but this is different, because in this case the dialog options aren't even displayed so a custom handler wouldn't get the chance to draw them either.


Well, I envisioned something like:



int i=0; int n=0;
while (i < dialog[topic].optioncount) {
  if (dialog[topic].option.Enabled) {
    dialoggui.control[n].AsLabel.SetText(dailog[topic].option.Name);
    n=n+1;
  }
  if (n > MAX_DISPLAYED_OPTIONS) { // do some scrolling thing }
  i = i+ 1;
}
if (n==1 && auto_dchoose_only_dialog_option) {

}


So it would be up to the scripter whether they auto-chose the only option...

Scorpiorus

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Re: Dialogs (Tiny feature request)
« Reply #7 on: 01 Feb 2005, 14:39 »
I understand the request, but personally as a player I'm kind of against it. If there are no new things I can say to a character and the only thing available is "Goodbye", I'd much rather they said it automatically so I can skip past quicker.
Yeah, choosing of the last available option makes sence when it's something different than a simple "goodbye" (especially when the "say" option isn't ticked for a reason). There seem to be a nice workaround (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=18955.0) but I'd like to know if it's ok to do that way; I mean, having a blank option or is it something that can lead to errors? It can also be used for other purposes like having a default response when there are no options left, etc.

Pumaman

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Re: Dialogs (Tiny feature request)
« Reply #8 on: 01 Feb 2005, 20:17 »
Yep, adding a blank dialog option will make it unclickable and is a good workaround :)

simulacra

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Re: Dialogs (Tiny feature request)
« Reply #9 on: 07 Feb 2005, 17:12 »
I agree with this suggestion. I am working on a first-person game where the main character's lines aren't displayed on screen after being clicked and have had some problems with the game engine automatically selecting a line that the player never sees.

If blank options are a workaround, that would be great!

Interested in philosophy, metaphysics and artsy things? You should explore The Zone, a quite different adventure game. http://www.interactingarts.org/thezone/

Re: Dialogs (Tiny feature request)
« Reply #10 on: 07 Feb 2005, 17:31 »
Changes from Beta 15 to Beta 16:
* Added game.show_single_dialog_option to specify that the dialog option should be displayed, even if only one is available.