Strife dialog compiler
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
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soft_haxorz
- Posts: 50
- Joined: Sun Apr 10, 2005 10:42 am
- Location: The backend of the universe.
Can you please give me an example like this:
This would make it much easier for me to understand what your trying to say. I get the part about the monster not attacking on its own now.
Code: Select all
actor TalkGuy 123
{
blah blah
monster
+blah
+blah
+blah
- blah
states
{
blahblahblah
}
}
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soft_haxorz
- Posts: 50
- Joined: Sun Apr 10, 2005 10:42 am
- Location: The backend of the universe.
-
soft_haxorz
- Posts: 50
- Joined: Sun Apr 10, 2005 10:42 am
- Location: The backend of the universe.
I'm trying to make a useable computer but it doesn't seem to be working. Can anybody help point out where the problem is? Lol, double post.
Code: Select all
actor GenericComp 123
{
ConversationID 123
Health 100
Speed 0
Radius 10
Height 15
MONSTER
+FRIENDLY
+INVULNERABLE
+NOBLOOD
- SHOOTABLE
States
{
Spawn:
NONE A 1 A_Look
Loop
See:
NONE A 1 A_Chase
Loop
}
}
Code: Select all
#===================
#NPC1 block 1========
#===================
MOBJ 123
DROP 0
IF_ITEM1 0
IF_ITEM2 0
IF_ITEM3 0
GOTO 0
NAME &COMPUTER PANEL&
VOICE &&
PANEL &&
DIALOUGE &COMPUTER PANEL ACTIVE. AWAITING COMMAND.&
GIVEMOBJ -1
IF_HAS1 0
IF_HAS2 0
IF_HAS3 0
IF_HASAMOUNT1 0
IF_HASAMOUNT2 0
IF_HASAMOUNT3 0
TEXT &READ USER LOGS&
YESTEXT &ACCESS DENIED!&
LINK -1
GIVEMOBJ -1
IF_HAS1 0
IF_HAS2 0
IF_HAS3 0
IF_HASAMOUNT1 0
IF_HASAMOUNT2 0
IF_HASAMOUNT3 0
TEXT &EXIT&
YESTEXT &GUEST LOGGED OFF&
LINK 1
TOTAL 2
END
- Graf Zahl
- Lead GZDoom+Raze Developer

- Posts: 49252
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Try to remove A_Look/A_Chase. Those functions set a flag that disables dialogs for fighting monsters.
Your comp should look like:
Unfortunately I don't have any time at the moment to test it myself so I can't check whether there's something that prevents the code from working.
Your comp should look like:
Code: Select all
actor GenericComp 123
{
ConversationID 123
Radius 10
Height 15
States
{
Spawn:
NONE A -1
}
}
Unfortunately I don't have any time at the moment to test it myself so I can't check whether there's something that prevents the code from working.
soft_haxorz you forgot to specify a no text, even if its used or not, it must be specified to get the script to compile correctly. Just add the token 'USEDEFAULTNO' after LINK. This applies to both choices.
I know its a little frustrating, but I am working on a solution to get around not having to input unused tokens..
Also like Graf said, A_Look disables the npc. And if its availible, replace it with A_Wander...
I know its a little frustrating, but I am working on a solution to get around not having to input unused tokens..
Also like Graf said, A_Look disables the npc. And if its availible, replace it with A_Wander...
- TheDarkArchon
- Posts: 7656
- Joined: Sat Aug 07, 2004 5:14 am
- Location: Some cold place