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02-07-2009, 09:57 PM
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#1
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Mercenary
Join Date: Jun 2008
Location: Unknown
Posts: 2,410
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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?
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02-07-2009, 09:58 PM
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#2
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HK47+Marvin=
Join Date: Jun 2006
Location: The Unknown Regions
Posts: 2,040
Current Game: AssassinsCreed,kotor
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Quote:
Originally Posted by Canderis
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?
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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)
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02-07-2009, 09:59 PM
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#3
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Mercenary
Join Date: Jun 2008
Location: Unknown
Posts: 2,410
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One of them.
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02-07-2009, 10:25 PM
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#4
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Modder
Join Date: Jan 2007
Location: Tatooine
Posts: 1,578
Current Game: KotOR: EotF
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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.
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02-07-2009, 10:35 PM
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#5
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A handful of dust.
Join Date: Feb 2005
Location: The Eleven-Day Empire
Posts: 5,691
Current Game: KotOR II
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Actually, it needs a minimum of one 'entry', that is, NPC response and one PC reply, even if that reply is blank.
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02-07-2009, 10:39 PM
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#6
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Mercenary
Join Date: Jun 2008
Location: Unknown
Posts: 2,410
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Quote:
Originally Posted by Darth InSidious
Actually, it needs a minimum of one 'entry', that is, NPC response and one PC reply, even if that reply is blank.
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Really then why didn't it work?
Quote:
Originally Posted by Ferc Kast
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.
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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?
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02-08-2009, 01:06 AM
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#7
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N7 Commando
Join Date: Oct 2008
Location: Omega 4 Relay
Posts: 656
Current Game: Mass Effect 2
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Does the NPC even move over to where you are, or does the script simply not fire at all?
- Star Admiral
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02-08-2009, 09:40 AM
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#8
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Mercenary
Join Date: Jun 2008
Location: Unknown
Posts: 2,410
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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.
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02-08-2009, 01:27 PM
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#9
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N7 Commando
Join Date: Oct 2008
Location: Omega 4 Relay
Posts: 656
Current Game: Mass Effect 2
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What is the trigger for this event? The OnEnter script of a module?
- Star Admiral
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02-08-2009, 01:33 PM
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#10
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Mercenary
Join Date: Jun 2008
Location: Unknown
Posts: 2,410
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Yes the onenter script slot.
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02-08-2009, 01:54 PM
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#11
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N7 Commando
Join Date: Oct 2008
Location: Omega 4 Relay
Posts: 656
Current Game: Mass Effect 2
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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()));
}
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02-08-2009, 02:14 PM
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#12
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Mercenary
Join Date: Jun 2008
Location: Unknown
Posts: 2,410
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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);
}
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02-08-2009, 02:26 PM
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#13
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N7 Commando
Join Date: Oct 2008
Location: Omega 4 Relay
Posts: 656
Current Game: Mass Effect 2
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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
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02-08-2009, 02:49 PM
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#14
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Mercenary
Join Date: Jun 2008
Location: Unknown
Posts: 2,410
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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?
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02-08-2009, 02:56 PM
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#15
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N7 Commando
Join Date: Oct 2008
Location: Omega 4 Relay
Posts: 656
Current Game: Mass Effect 2
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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
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02-08-2009, 03:06 PM
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#16
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Mercenary
Join Date: Jun 2008
Location: Unknown
Posts: 2,410
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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"
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02-08-2009, 04:13 PM
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#17
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N7 Commando
Join Date: Oct 2008
Location: Omega 4 Relay
Posts: 656
Current Game: Mass Effect 2
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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
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02-08-2009, 04:20 PM
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#18
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Mercenary
Join Date: Jun 2008
Location: Unknown
Posts: 2,410
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TSL, and there is a 1 after the g (i think).
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02-08-2009, 04:23 PM
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#19
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N7 Commando
Join Date: Oct 2008
Location: Omega 4 Relay
Posts: 656
Current Game: Mass Effect 2
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That's the problem. Get rid of the 1 and it should be red.
- Star Admiral
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