Murix wrote:
For now I've just got Thirty (god lord) Two of these files going from "DIALOG01.txt" to "DIALOG32.txt"
yeah that's what the solution is right now
Moderators: GZDoom Developers, Raze Developers
Murix wrote:
For now I've just got Thirty (god lord) Two of these files going from "DIALOG01.txt" to "DIALOG32.txt"
ImpieTwo wrote:Is there a way to assign an npc with a specific random dialogue from the list once it's spawned on the map? Currently all of the generic npcs with random phrases pick a new one each time, and i'd rather they only get one for the whole session until you start a new game. Otherwise you can use one npc to cycle through all the dialogues.
bitsy wrote:hi ive a problem its looks like. when i put dialogue01 02 and so on between maps respectively. those maps wont show up in gzdoom builder. when i remove dialog files. then it will show up whats im doing wrong
Mr.Enchanter wrote:Is there any way to change the text color and the menu cursor?
Zergeant wrote:lets you handle page numbers as page names instead for easier management, though after some testing it appears to be unfinished as of now.
Nash wrote:Zergeant wrote:lets you handle page numbers as page names instead for easier management, though after some testing it appears to be unfinished as of now.
What do you mean? What's unfinished about it? I am already using it in full production for a game (I was the one who requested that feature), and it does everything I'd hope it'd do. Curious to know what you mean by "unfinished"...
conversation
{
// A hotheaded boy with a story to tell.
actor = "Archvile";
// Intro
page
{
name = "Hothead";
pagename = "Hello";
dialog = "I got a burning feelin'!";
choice
{
text = "Really now?";
nextpage = "MyFeels";
}
}
// Second page
page
{
name = "Hothead";
pagename = "MyFeels";
dialog = "Yeah... My fiancee just left me...";
choice
{
text = "Sorry to hear...";
nextpage = "Japed";
}
}
// Third page
page
{
name = "Hothead";
pagename = "Japed";
dialog = "That's okay, we weren't doing too hot anyway! Har har har!";
choice
{
text = "I ought to shoot you for that pun...";
nextpage = "Hello";
}
}
}
Zergeant wrote:Nash wrote:Zergeant wrote:lets you handle page numbers as page names instead for easier management, though after some testing it appears to be unfinished as of now.
What do you mean? What's unfinished about it? I am already using it in full production for a game (I was the one who requested that feature), and it does everything I'd hope it'd do. Curious to know what you mean by "unfinished"...
It doesn't go to the next page properly, I've double-checked the names and it will either spit out an invalid node xx error in the console or it will go to a completely unrelated page.
- Code: Select all • Expand view
conversation
{
// A hotheaded boy with a story to tell.
actor = "Archvile";
// Intro
page
{
name = "Hothead";
pagename = "Hello";
dialog = "I got a burning feelin'!";
choice
{
text = "Really now?";
nextpage = "MyFeels";
}
}
// Second page
page
{
name = "Hothead";
pagename = "MyFeels";
dialog = "Yeah... My fiancee just left me...";
choice
{
text = "Sorry to hear...";
nextpage = "Japed";
}
}
// Third page
page
{
name = "Hothead";
pagename = "Japed";
dialog = "That's okay, we weren't doing too hot anyway! Har har har!";
choice
{
text = "I ought to shoot you for that pun...";
nextpage = "Hello";
}
}
}
This will result in an invalid node 11 not found error, running on g3.8pre-757-g0ed847b51.
include = "DIALOG01"
Esther Dallerpork wrote:Hi, can you trigger animation through dialogue? Like, when you make a choice in reply, and actor has different sprite (yeah, like angry face or sad).
If it's not possible, then another question... can you put actor in death state after dialogue? So when you end dialogue "ok, bye" actor dies.
Thanks
IwazaruK7 wrote:This is nice, thanks. And if i understand correctly, you can assign different sound to each actor's yes or no state, so actor can play laughing or crying sound, for example?
p.s.
I was trying to add fog (in gzdoombuilder, through script editor, following tutorials) into a map, which had dialogue (created in slade, based on your method) and i noticed that messing with script editor in GZdoomBuilder basically... wipes out dialogue completelyIs that a bug, could that be prevented?
EDIT:
I think i found the fix - opened wad in Slade and removed dummy dialogue lamp which GZDB added (it prevented dialog01 to happen)
Users browsing this forum: No registered users and 2 guests