a trouble with dialogue
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- GoZaFatusRUS
- Posts: 9
- Joined: Fri Jul 03, 2009 12:04 am
- Location: Moscow, Russia
a trouble with dialogue
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)
- cq75
- Posts: 1212
- Joined: Sun Dec 27, 2009 9:28 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Just beyond the line horizon
Re: a trouble with dialogue
I'm not sure... I've seen dialog work online.
You should post your code so we can take a look at it.
You should post your code so we can take a look at it.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49230
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: a trouble with dialogue
Is this even implemented as a server feature in Skulltag?
Re: a trouble with dialogue
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.
- GoZaFatusRUS
- Posts: 9
- Joined: Fri Jul 03, 2009 12:04 am
- Location: Moscow, Russia
Re: a trouble with dialogue
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
}
}
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
}
}
- cq75
- Posts: 1212
- Joined: Sun Dec 27, 2009 9:28 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Just beyond the line horizon
Re: a trouble with dialogue
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
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
Re: a trouble with dialogue
That's USDF, isn't it? Is Skulltag capable of reading that format? 

Re: a trouble with dialogue
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.
See what I wrote here since this is basically the same thread; except by different people.
- cq75
- Posts: 1212
- Joined: Sun Dec 27, 2009 9:28 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Just beyond the line horizon
Re: a trouble with dialogue
hmm... but if he's using UDMF for his map, he doesn't need to compile it, correct?
Re: a trouble with dialogue
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.)
- GoZaFatusRUS
- Posts: 9
- Joined: Fri Jul 03, 2009 12:04 am
- Location: Moscow, Russia
Re: a trouble with dialogue
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:
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.
Is there a solutionNightfall 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.
