I have supplied as much as I can. Here are 2 screenshots of my setup.
I have never had this trouble before. But I must have missed something this time... The idea is to interact with Telephone on the table in MAP01 in order to activate a dialogue (from DIALOG01) that tells the player that the line is dead. But when I interact with the phone, nothing happens. Have I missed something here and have I done something wrong? I am working in GZDOOM2 UDMF ... Any help is much appreciated,
thanks in advance.
DIALOGUE not working in game... ?
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Please bear in mind that the people helping you do not automatically know how much you know. You may be asked to upload your project file to look at. Don't be afraid to ask questions about what things mean, but also please be patient with the people trying to help you. (And helpers, please be patient with the person you're trying to help!)
- Hidden Hands
- Posts: 1053
- Joined: Tue Sep 20, 2016 8:11 pm
- Location: London, England
- Contact:
- Hidden Hands
- Posts: 1053
- Joined: Tue Sep 20, 2016 8:11 pm
- Location: London, England
- Contact:
Re: DIALOGUE not working in game... ?
Has anyone got a solution for me with this yet? I'm just having a lot of trouble with it. I cannot interact with the telephone to trigger the dialog. I have the CONVERSATION ID set to 1 for the telephone and the DIALOG01 lump seems to be set up right. Any help please?
As a test I did the exact thing again with a joke dialog for a dormant zombie and that works perfectly. Why doesn't the telephone one work?
Thanks in advance.
Code: Select all
namespace = "ZDoom";
include = "SCRIPT00";
conversation
{
// TELEPHONE
id = 1;
actor = "Telephone";
page
{
name = "TELEPHONE";
dialog = "The line is dead. I can't use it.";
}
}
conversation
{
// Dormant Zombie
id = 2;
actor = "ZombieType1";
page
{
name = "Dormant Zombie";
dialog = "It's a zombie. Looks like it was stolen from Nightmare Creatures II.";
}
}
Thanks in advance.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49071
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: DIALOGUE not working in game... ?
How does your telephone look? You only posted the dialogue but not the actor.
In order to help you, people will need a runnable example, with what you posted there is little chance to get any help at all because those who want to help have nothing to analyze.
In order to help you, people will need a runnable example, with what you posted there is little chance to get any help at all because those who want to help have nothing to analyze.
- Hidden Hands
- Posts: 1053
- Joined: Tue Sep 20, 2016 8:11 pm
- Location: London, England
- Contact:
Re: DIALOGUE not working in game... ?
AHH I apologise, I forgot to add that. Origianlly, it was like this:Graf Zahl wrote:How does your telephone look? You only posted the dialogue but not the actor.
In order to help you, people will need a runnable example, with what you posted there is little chance to get any help at all because those who want to help have nothing to analyze.
Code: Select all
ACTOR Telephone : SmallBloodPool replaces SmallBloodPool
{
//$Category Decoration
//$Title Telephone
//$Sprite POL2A0
}
Code: Select all
ACTOR Telephone replaces SmallBloodPool
{
//$Category Decoration
//$Title Telephone
//$Sprite POB2A0
Radius 20
Height 14
ProjectilePassHeight -16
States
{
Spawn:
POB2 A -1
Stop
}
}
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49071
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: DIALOGUE not working in game... ?
The problem is that the SmallBloodPool actor has the NOBLOCKMAP flag set, which prevents any kind of passive interaction, like being used.
You just picked one of the only two actors as a base where it could not work...
You just picked one of the only two actors as a base where it could not work...
- Hidden Hands
- Posts: 1053
- Joined: Tue Sep 20, 2016 8:11 pm
- Location: London, England
- Contact:
Re: DIALOGUE not working in game... ?
Trust me to make a mistake like that. I'll remember that for future reference. Thank you.Graf Zahl wrote:The problem is that the SmallBloodPool actor has the NOBLOCKMAP flag set, which prevents any kind of passive interaction, like being used.
You just picked one of the only two actors as a base where it could not work...