Nicothodes Posted September 5, 2004 Share Posted September 5, 2004 My sister and I are making a short scenario to learn scripting. We're trying to get dialogue to work. We've done everything that the instructions said and saved it as tempestdlg.txt in the scenario folder. When we try to get it to work, however, a message comes up saying that no dialogue had been set up. Any help would be appreciated. Link to comment Share on other sites More sharing options...
*i Posted September 5, 2004 Share Posted September 5, 2004 Is the town named tempest? Or is this the scenario name? You need to add the 'dlg' after the town name. So, if the town script file is called t3newyork.txt, its dialogue file will be t3newyorkdlg.txt. Look at some of the examples to figure this out. Link to comment Share on other sites More sharing options...
Nicothodes Posted September 5, 2004 Author Share Posted September 5, 2004 We just tried that. It didn't work. Link to comment Share on other sites More sharing options...
Crunchy Frog Posted September 5, 2004 Share Posted September 5, 2004 Have you set the town's script to exactly "tempest" (without the quotes)? Failing that, do you get any script errors? Link to comment Share on other sites More sharing options...
*i Posted September 6, 2004 Share Posted September 6, 2004 Under town details, did you assign the town script? Link to comment Share on other sites More sharing options...
bigblue Posted September 6, 2004 Share Posted September 6, 2004 did you assign the right (or even any) dialoguenode to the people in your town in the editor? Link to comment Share on other sites More sharing options...
Drakefyre Posted September 6, 2004 Share Posted September 6, 2004 Following up on what bigblue said, if the characters are running on the basicnpc (default) behavior script, you need to put the number of their first dialogue node in memory cell 3. Link to comment Share on other sites More sharing options...
Nicothodes Posted September 6, 2004 Author Share Posted September 6, 2004 We do have the nodes set for the person(only one NPC so far). We're still working on the town script, maybe that's the problem. Link to comment Share on other sites More sharing options...
nikki. Posted September 7, 2004 Share Posted September 7, 2004 As long as your town script has it's START_STATE, EXIT_STATE and INIT_STATE and anything else needed, it shouldn't matter. I presume that that town script has no errors? And, make sure you haven't left a mistake in the dialogue script - check by entering town in your scenario and looking for an error in the text area. If that's ok, check to make sure that you've used the correct method of assigning dialogue. In the creature editing dialog box, you should put the talknode in box three, as explained by Drakefyre. You might have used the state number instead - I did first time! Finally, make sure that you have placed the dialgue (and town) script in the folder containing the actual scenario file. If you have made an error in either script, you'll have to pick over it looking for mistakes. A common one is using "beginstate 4" instead of "begintalknode 4" in a dialogue script. Failing that I'm stumped without more info... Link to comment Share on other sites More sharing options...
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