PLAYER1 dialogue, Is it possible to give PLAYER1 consequtive lines of dialogue? |
The Black Wyrm's Lair Terms of Use | Help Search Members Calendar |
PLAYER1 dialogue, Is it possible to give PLAYER1 consequtive lines of dialogue? |
Aug 10 2015, 09:00 PM
Post
#1
|
|
Master of Paradox Forum Member Posts: 248 Joined: 7-April 15 From: Canada |
I have found the following:
- You cannot use == PLAYER1 in a CHAIN (understandable once I thought about it) - ++ at the end of a dialogue does not support multiple lines (not refering to multiple options here) I have not found: - How or if you can create a dialogue block in which you SAY nothing and do not just introduce a null line I want to have my PC (mod in development) have multiple lines of dialogue without intervening NPC chatter a la CHAIN. Is it even possible? HELP! -------------------- nullset
|
|
|
Aug 11 2015, 02:15 PM
Post
#2
|
|
Master of Paradox Forum Member Posts: 248 Joined: 7-April 15 From: Canada |
Found it!
APPEND PLAYER1 IF ~~ thisdialog ~say something~ ++ ~say comething #1~ gosomewhere ++ ~say something #2~ gosomewhereelse END END Both sides of this dialogue are PLAYER1. It DOES allow PLAYER1 to have multiple consequtive lines of dialogue. -------------------- nullset
|
|
|
Aug 13 2015, 05:05 AM
Post
#3
|
|
Master of Paradox Forum Member Posts: 248 Joined: 7-April 15 From: Canada |
Sorry, but I still need help. That construct does not work for me. I have seen it used in other mods but, when I try, the EXTERN PLAYER1 xxx goes nowhere. I must be doing SOMETHING wrong, but I can't (yet) see what that might be.
Any help on this issue would be greatly appreciated. -------------------- nullset
|
|
|
Aug 23 2015, 05:07 PM
Post
#4
|
|
Mod Developer Posts: 1399 Joined: 19-April 05 |
EXTERN PLAYER1 in your construction never works. You may launch PLAYER1 dialogue from a script though.
I'll give you the following example. When you click on a portal, the portal script triggers the dialogue of Player 1: CODE APPEND ~PLAYER1~ IF WEIGHT #0 ~Global("VP_SoW_Portal_Talk","GLOBAL",2)~ THEN BEGIN NEJ62 // from: SAY ~So, once again we are destined to take the unknown road. Let us ready ourselves for what lies ahead.~ [mute] IF ~True()~ THEN GOTO NEJ63 IF ~InParty("Dar")~ THEN GOTO NEJ64 IF ~InParty("Accalia")~ THEN EXTERN ~ACCALIJ~ 1 IF ~InParty("Imoen")~ THEN EXTERN ~IMOENJ~ NEJ72 IF ~InParty("Imoen2")~ THEN EXTERN ~IMOEN2J~ VP_FIX2 IF ~InParty("Minsc")~ THEN EXTERN ~MINSCJ~ NEJ244 IF ~InParty("Jaheira")~ THEN EXTERN ~JAHEIRAJ~ NEJ532 END Now from each of the individual NPCs dialogues, you can return to PLAYER1 dialogue. For example, Jaheira answers: CODE IF ~~ THEN BEGIN NEJ532 SAY ~It will be good to see our world again <CHARNAME>. We must get back as quickly as possible, for we are surely upsetting the balance by being in a place that we should not be.~ IF ~Global("VP_End_IWD","GLOBAL",2)~ THEN EXTERN ~PLAYER1~ NEJ63 IF ~!Global("VP_End_IWD","GLOBAL",2)~ THEN EXTERN ~HROTHJ~ 403 IF ~InParty("Dar")~ THEN EXTERN ~PLAYER1~ NEJ64 IF ~InParty("Accalia") !Global("VP_End_IWD","GLOBAL",2)~ THEN EXTERN ~ACCALIJ~ 1 IF ~InParty("Accalia") Global("VP_End_IWD","GLOBAL",2)~ THEN EXTERN ~ACCALIJ~ 66 IF ~InParty("Sharteel")~ THEN EXTERN ~SHARTJ~ nearportal IF ~InParty("Imoen")~ THEN EXTERN ~IMOENJ~ NEJ72 IF ~InParty("Imoen2")~ THEN EXTERN ~IMOEN2J~ VP_FIX2 IF ~InParty("Minsc")~ THEN EXTERN ~MINSCJ~ NEJ244 END This is the only way you can do that, in my opinion. You cannot CHAIN PLAYER1, you cannot EXTERN from the different dialogue and so on. This post has been edited by Vlad: Aug 23 2015, 05:09 PM |
|
|
Sep 5 2015, 03:20 AM
Post
#5
|
|
Master of Paradox Forum Member Posts: 248 Joined: 7-April 15 From: Canada |
Thanx, Vlad. That explains why, whenever I saw an EXTERN PLAYER1, the dialogue traced back to an initial PLAYER1 dialogue at the root of the tree. I still haven't wrapped my mind around WHY this is so, but at least I grasp the mechanics now. I have spent quite a few decades psychoanalysing procedural language compilers, and this is my first venture into AI and state languages.
Your last name wouldn't just happen to be Tepes, would it? -------------------- nullset
|
|
|
Sep 6 2015, 09:04 PM
Post
#6
|
|
Mod Developer Posts: 1399 Joined: 19-April 05 |
You're welcome and good luck.
No. My first name is Vladislav. |
|
|
Lo-Fi Version | Time is now: 5th November 2024 - 06:40 PM |