KSSC 1.3 released
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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.
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.
Quite simple. ConversationID is what you use to give a Strife NPC its ID. With that you use the "$MOBJ" field to identify that NPC.DaLLeN wrote:Hi Kaiser, i was looking over your forum post and documentation on the kssc 1.3, is there any way i could get a walk through on the conversationid information?
Here's an example of a decorate NPC from CIF3
Code: Select all
ACTOR MaxNPC : Max 32010
{
ConversationID 33
States
{
Spawn:
MAXB LM 10 A_Look2
Loop
MAXB M 8
Loop
MAXB O 8
Loop
MAXB L 6 A_Wander
MAXB L 0 A_PlaySound("monsters/maxwalk")
MAXB MN 6 A_Wander
MAXB O 6 A_Wander
MAXB O 0 A_PlaySound("monsters/maxwalk")
MAXB PL 6 A_Wander
Loop
}
}
Its script would look like this. Here's another example from CIF3
Code: Select all
#===========================================================================
#=======================NPC 8: Moderator - BLOCK 1============================
#===========================================================================
$MOBJ 33
NAME &Moderator&
VOICE &&
PANEL &&
DIALOG &Watch your step newbie&
$END
Link is here:
http://home.houston.rr.com/svkaiser/Doom/KSSC2.zip
I hope my gibberish helps.
-
- Posts: 380
- Joined: Thu Oct 21, 2004 5:27 pm
Anyone have the original? the link in the begining of this topic no longer works.
Edit: Ack... Stupid me... Found it... http://www.doomworld.com/idgames/index.php?id=13922
Edit: Ack... Stupid me... Found it... http://www.doomworld.com/idgames/index.php?id=13922
http://home.houston.rr.com/svkaiser/hosted/KSSC2.zip
This is not stable and was only meant for personal use so use it at your own risk.
If you happen to open a lump and some entries go missing, reload the file.
Also the goto check box is somewhat odd. Make sure you decide if you want to set the stop on new block check before you specify what block you want to jump to.
Missing a .dll? Google it.
Post any problems here or pm or something.
This is not stable and was only meant for personal use so use it at your own risk.
If you happen to open a lump and some entries go missing, reload the file.
Also the goto check box is somewhat odd. Make sure you decide if you want to set the stop on new block check before you specify what block you want to jump to.
Missing a .dll? Google it.
Post any problems here or pm or something.
I have some suggestions:
1) The directory browser only allows me to view directores in C:\. I couldn't go to F:\ where my Doom files are. Add support for multiple drives...
2) Ability to key in the MobjID instead of choosing from a preset list (since the ConversationID limit for ZDoom is 999
).
Also, how exactly do you define that the If Has Item, Check Item and choice array is empty?
Lastly, how does "Jump to block" work? (The one below the Dialog Text box; NOT ChoiceDef)
1) The directory browser only allows me to view directores in C:\. I couldn't go to F:\ where my Doom files are. Add support for multiple drives...
2) Ability to key in the MobjID instead of choosing from a preset list (since the ConversationID limit for ZDoom is 999

Also, how exactly do you define that the If Has Item, Check Item and choice array is empty?
Lastly, how does "Jump to block" work? (The one below the Dialog Text box; NOT ChoiceDef)
Put kssc2.exe in F:\Nash wrote:I have some suggestions:
1) The directory browser only allows me to view directores in C:\. I couldn't go to F:\ where my Doom files are. Add support for multiple drives...
kssc2 oringinally supports Strife only and also I knew nothing about values above 360.. I'll concider doing that when I got nothing to do.Nash wrote:I have some suggestions:
2) Ability to key in the MobjID instead of choosing from a preset list (since the ConversationID limit for ZDoom is 999).
If the fields are blank?Nash wrote:I have some suggestions:
Also, how exactly do you define that the If Has Item, Check Item and choice array is empty?
For the Yes response, you need to add a "_" if you want it blank, otherwise it would just try to print whatever is in the field.
The next block to go when the player chooses that response. The checkbox indicates if the block should jump instantly or jump to new block and cancel the conversation.Nash wrote:I have some suggestions:
Lastly, how does "Jump to block" work? (The one below the Dialog Text box; NOT ChoiceDef)
If I'm not mistaken, you are talking about ChoiceDef, which in that case, I know how Link To Block works (the next time you start the conversation, it'll jump to the specified block, or if the value is negative, it'll go to the next block immediately after choosing the response).Kaiser wrote: The next block to go when the player chooses that response. The checkbox indicates if the block should jump instantly or jump to new block and cancel the conversation.
I'm talking about Jump To Block... it's the one at the top right portion of KSSC2. I don't understand what Jump To Block does. I also don't remember seeing such a feature in KSSC 1.3...