a trouble with dialogue

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GoZaFatusRUS
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a trouble with dialogue

Post by GoZaFatusRUS »

I have a strife dialogue, where i can buy weapons. But it's work only offline. When i start my server, dialogue doesn't work. Why? (port - skulltag)
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cq75
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Re: a trouble with dialogue

Post by cq75 »

I'm not sure... I've seen dialog work online.

You should post your code so we can take a look at it.
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Graf Zahl
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Re: a trouble with dialogue

Post by Graf Zahl »

Is this even implemented as a server feature in Skulltag?
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Nightfall
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Re: a trouble with dialogue

Post by Nightfall »

What I know, dialogues do work, but only if used just for conversation - making the NPC interact with the game like giving inventory items or activating any doors or anything like that will cause massive desyncs. Not 100% certain but that's my understanding of this.
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GoZaFatusRUS
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Re: a trouble with dialogue

Post by GoZaFatusRUS »

a piece of dialogue (.txt) :
namespace = "Strife";
include = "SCRIPT00";
...
conversation
{
actor = 3;
page
{
name = "Marine";
dialog = "Choose any weapon";
choice
{
text = "shotgun";
giveitem = 997;
nextpage = 3;
closedialog = false;
displaycost = true;
cost
{
item = 991;
amount = 20;
}
}

And item 997 (item 991 - money, I tried to delete cost, but it doesn't wotk too)
Actor ShotgunGiver : CustomInventory
{
ConversationId 997
States
{
Pickup:
TNT1 A 0
TNT1 A 0 A_GiveInventory("Shotgun",1)
stop
}
}
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cq75
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Re: a trouble with dialogue

Post by cq75 »

hmm... it looks ok to me.

If nobody else finds anything, just use a ACS function for the shop. Have the player press action on a linedef in front of this guy (or set ACS_ExecuteAlways as his special) and use HUDMESSAGE to show some kind of menu that shows the possible choices. Give the weapons using GiveInventory().

also, you should use the code tags.

like this

Code: Select all

put your code here
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Jimmy
 
 
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Re: a trouble with dialogue

Post by Jimmy »

That's USDF, isn't it? Is Skulltag capable of reading that format? :?
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Re: a trouble with dialogue

Post by Gez »

No; but if you compile it with USDC then it'll work.

See what I wrote here since this is basically the same thread; except by different people.
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cq75
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Re: a trouble with dialogue

Post by cq75 »

hmm... but if he's using UDMF for his map, he doesn't need to compile it, correct?
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Re: a trouble with dialogue

Post by Gez »

For Skulltag's current version, he'll still need to compile. Support for uncompiled dialogue lumps was added to ZDoom after 2.5.0. (Current SVN builds are able to load both text or compiled dialogue lumps.)
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GoZaFatusRUS
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Re: a trouble with dialogue

Post by GoZaFatusRUS »

Not just the same topic. I am really using usdc.exe to compile SCRIPT01.txt to SCRIPT01.o then putting it into the .wad file. The problem is exactly:
Nightfall wrote:What I know, dialogues do work, but only if used just for conversation - making the NPC interact with the game like giving inventory items or activating any doors or anything like that will cause massive desyncs. Not 100% certain but that's my understanding of this.
Is there a solution :? I know my friend using USDF in his multiplayer mod but i'am not certain that he is using dialogues to interact with something or just for talking.
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