Strife dialog compiler

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Graf Zahl
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Post by Graf Zahl »

The conversation ID is like the spawn ID: It is assigned to an actor class and is the property by which Strife's dialogs reference actors. If you 'use' (space) an actor with a conversation ID for which a valid dialog is specified that dialog is played.
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X-DOOM
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Post by X-DOOM »

i don't understand well Graf Zahl.

Do you have a demo wad of this conversation ID for ZDoom maps?
soft_haxorz
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Post by soft_haxorz »

Can you please give me an example like this:

Code: Select all

actor TalkGuy 123
{
blah blah
monster
+blah
+blah
+blah
- blah
states
{
blahblahblah
}
}
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.
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X-DOOM
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Post by X-DOOM »

Randy have create something for the conversation in the decorate code
thingdef.cpp line 670. :D
i don't know if this work.
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Post by soft_haxorz »

Can someone please tell me where to find the latest unofficial build. I really want to use these dialog scripts.
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Post by soft_haxorz »

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
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Graf Zahl
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Post by Graf Zahl »

Try to remove A_Look/A_Chase. Those functions set a flag that disables dialogs for fighting monsters.

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.
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Kaiser
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Post by Kaiser »

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...
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TheDarkArchon
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Post by TheDarkArchon »

A wandering computer? O_O
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Kaiser
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Post by Kaiser »

if you have the deaf flag turned on when A_Wander is active, the npc will stand still :P

Dunno if this is true in Doom mode.
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Graf Zahl
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Post by Graf Zahl »

No, not the deaf flag. ZDoom names it correctly 'STANDSTILL'. Setting the AMBUSH (deaf) flag won't do anything. Besides, A_Wander is not needed to make an actor usable for a dialog.
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Apothem
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Post by Apothem »

AHHA! Now I finally have the tools i need to make the offical DooM RPG with turn-based combat.... Expect a concept map for the battle system and a concept map for the towns in the next couple of months!! :twisted:
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