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Canderis 02-07-2009 10:57 PM

Dialog error
 
I have this error with a dialog file. When it fires in game it shows up like how people on taris's does as like a speech bubble in the air. I have 2 reply options that you cant even choose. Why is this happening?

HK-42 02-07-2009 10:58 PM

Quote:

Originally Posted by Canderis (Post 2586157)
I have this error with a dialog file. When it fires in game it shows up like how people on taris's does as like a speech bubble in the air. I have 2 reply options that you cant even choose. Why is this happening?

As far as I know that only happens when the Npc only has one line. Does he have a reply to those replies(of the pc)

Canderis 02-07-2009 10:59 PM

One of them.

Ferc Kast 02-07-2009 11:25 PM

Huh; I thought I read once in a tutorial (correct me if I'm wrong) that a dialog works like normal (non-'text bubble') if it has 3 replies.

I can't speak from experience though, seeing as I've only dealt with/made dialogs with 3+ replies.

Darth InSidious 02-07-2009 11:35 PM

Actually, it needs a minimum of one 'entry', that is, NPC response and one PC reply, even if that reply is blank.

Canderis 02-07-2009 11:39 PM

Quote:

Originally Posted by Darth InSidious (Post 2586176)
Actually, it needs a minimum of one 'entry', that is, NPC response and one PC reply, even if that reply is blank.

Really then why didn't it work?
Quote:

Originally Posted by Ferc Kast (Post 2586172)
Huh; I thought I read once in a tutorial (correct me if I'm wrong) that a dialog works like normal (non-'text bubble') if it has 3 replies.

I can't speak from experience though, seeing as I've only dealt with/made dialogs with 3+ replies.

Thanks ferc that made it work!

EDIT: now for some reason it wont fire when i enter the area. Heres the fire script:
Code:

void main() {
  object oNPC=GetObjectByTag("doorguard");
  location lMe=GetLocation(GetFirstPC());
    ActionDoCommand(SetCommandable(TRUE,oNPC));
  AssignCommand (oNPC,ActionForceMoveToLocation(lMe,FALSE));
  AssignCommand (oNPC, ActionStartConversation(GetFirstPC()));
}

Do you guys see any problem?

Star Admiral 02-08-2009 02:06 AM

Does the NPC even move over to where you are, or does the script simply not fire at all?

- Star Admiral

Canderis 02-08-2009 10:40 AM

Its kinda hard to tell as he spawns close to me. I think it does cuz he was facing the wrong way at first and when this script fires he faces me.

Star Admiral 02-08-2009 02:27 PM

What is the trigger for this event? The OnEnter script of a module?

- Star Admiral

Canderis 02-08-2009 02:33 PM

Yes the onenter script slot.

Star Admiral 02-08-2009 02:54 PM

Try using ClearAllActions().

Code:

void main() {
  object oNPC=GetObjectByTag("doorguard");
  location lMe=GetLocation(GetFirstPC());
    ActionDoCommand(SetCommandable(TRUE,oNPC));
ClearAllActions();
  AssignCommand (oNPC,ActionForceMoveToLocation(lMe,FALSE));
  AssignCommand (oNPC, ActionStartConversation(GetFirstPC()));
}


Canderis 02-08-2009 03:14 PM

Thanks star admiral! it worked! Now I just need to fix one more bug, the script that fires in the dialog to make the people hostile only works on 3 out of the 6 people. Is it because they all are the same utc? And one other small thing, what is the uti tag for the red short saber?
Code:

void main() {
 object oNPC1=GetObjectByTag("sith01");
 object oNPC2=GetObjectByTag("doorguard");
 object oNPC3=GetObjectByTag("cultdro");
 object oNPC4=GetObjectByTag("sith01");
 object oNPC5=GetObjectByTag("sith01");
 ChangeToStandardFaction(oNPC1, 1);
 ChangeToStandardFaction(oNPC2, 1);
 ChangeToStandardFaction(oNPC3, 1);
 ChangeToStandardFaction(oNPC4, 1);
 ChangeToStandardFaction(oNPC5, 1);
}


Star Admiral 02-08-2009 03:26 PM

Try this.

Code:

void main() {
 object oNPC1=GetObjectByTag("sith01", 0);
 object oNPC2=GetObjectByTag("doorguard");
 object oNPC3=GetObjectByTag("cultdro");
 object oNPC4=GetObjectByTag("sith01", 1);
 object oNPC5=GetObjectByTag("sith01", 2);
 ChangeToStandardFaction(oNPC1, 1);
 ChangeToStandardFaction(oNPC2, 1);
 ChangeToStandardFaction(oNPC3, 1);
 ChangeToStandardFaction(oNPC4, 1);
 ChangeToStandardFaction(oNPC5, 1);
}

And the .uti for the red short saber in K1 is g_w_shortsbr02. If I'm not mistaken, it's the same for TSL.

- Star Admiral

Canderis 02-08-2009 03:49 PM

I forgot to add in the origional script one droid and when I tried to follow your example he stayed on my team and didn't go hostile.
Code:

void main() {
 object oNPC1=GetObjectByTag("sith01", 0);
 object oNPC2=GetObjectByTag("doorguard");
 object oNPC3=GetObjectByTag("cultdro");
 object oNPC6=GetObjectByTag("cultdro", 2);
 object oNPC4=GetObjectByTag("sith01", 1);
 object oNPC5=GetObjectByTag("sith01", 2);
 ChangeToStandardFaction(oNPC1, 1);
 ChangeToStandardFaction(oNPC2, 1);
 ChangeToStandardFaction(oNPC3, 1);
 ChangeToStandardFaction(oNPC4, 1);
 ChangeToStandardFaction(oNPC5, 1);
 ChangeToStandardFaction(oNPC6, 1);
}

do you see any error?

Star Admiral 02-08-2009 03:56 PM

Change the 2 in the GetObjectByTag for oNPC6 to a 1. A 0 value tells the game to get the first object with that tag, a 1 gets the second object with that tag, 2 gets the third object, and so on.

- Star Admiral

Canderis 02-08-2009 04:06 PM

Thanks SA, now there is only one bug left to fix in this module, the "red" short saber is cyan. I don't know why but it is. "g_w_shortsbr02"

Star Admiral 02-08-2009 05:13 PM

Surprising. Is this for K1 or for TSL? If it's for K1, there is only one cyan color, and that is for the MOTF lightsaber, with a code of g1_w_shortsbr02. If there is no typo, try using g_w_shortsbr01, which is supposed to be for a blue lightsaber.

- Star Admiral

Canderis 02-08-2009 05:20 PM

TSL, and there is a 1 after the g (i think).

Star Admiral 02-08-2009 05:23 PM

That's the problem. Get rid of the 1 and it should be red.

- Star Admiral


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