Hi all.
I do have a hard time to figure out how to disable a dialogue. Found some stuff here on AGS Forum but will not work. So, the thing is, after using all of the possible options, the dialogue should stop an:
After attempting another conversation the main character should say something like "nothing to say until..."
Then the possibility to talk with the character will be trigered with an item that the main character would read through.
Here is what i got:
1. in Global Variables one variable. dAlfTalk - type is int - initial value is 0.
2. in the dialogue at the end of the third possible choice to talk about is
Code: ags
3. And i tried to use it in the Global Script like this:
Code: ags
SOLVED thanks to crimson wizzard chating with me in Discord.
I do have a hard time to figure out how to disable a dialogue. Found some stuff here on AGS Forum but will not work. So, the thing is, after using all of the possible options, the dialogue should stop an:
After attempting another conversation the main character should say something like "nothing to say until..."
Then the possibility to talk with the character will be trigered with an item that the main character would read through.
Here is what i got:
1. in Global Variables one variable. dAlfTalk - type is int - initial value is 0.
2. in the dialogue at the end of the third possible choice to talk about is
@3
cPeppe: Helloooo..! Alfonso?
cAlfonso: ... mmm .. mmmm.. nooo..
cPeppe: Alfonso?!!
cAlfonso: ...
cPeppe: What is happening..?
dAlfTalk += 1;
3. And i tried to use it in the Global Script like this:
function cAlfonso_Talk()
{
if (cPeppe.y < 40 || cPeppe.y >93) cPeppe.Say("Can not do it from here.");
else {
cPeppe.Walk (395, 50, eBlock, eWalkableAreas);
dAlfonso1.Start();
if (dAlfTalk == 1)
{
cAlfonso_Talk() = false
cPeppe.Say ("Do not know what to say")
}
}
}
SOLVED thanks to crimson wizzard chating with me in Discord.