Strife's Dialog System - UDMF Flavor
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Re: Strife's Dialog System - UDMF Flavor
I might've glossed over it, but is there a way to make it so the dialogue changes based on other level effects? For example, caged person asks you for help while their cage door is closed, then says something else once the door has been opened. Seems like it happened all the time in Strife, but I'm a little unsure how to go about it. Maybe that can be your next tutorial? (again, assuming I didn't miss it in the thread somehow)
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Re: Strife's Dialog System - UDMF Flavor
Everything you need for that is already in the tutorial. You should consider using a script via ACS for that problem and either change conversation ID of the prisoner or give the player an item when the door is open.
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Re: Strife's Dialog System - UDMF Flavor
Problem is the mod is Heretic in Hexen Format, not UDMF, so there's no "conversation id" option. At the time I was using doom builder 2 and there wasn't a heretic udmf option.Zergeant wrote:Everything you need for that is already in the tutorial. You should consider using a script via ACS for that problem and either change conversation ID of the prisoner or give the player an item when the door is open.
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Re: Strife's Dialog System - UDMF Flavor
Hexen format still has ACS scripts though, which I'm pretty sure you can use to give an inventory item with.
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Re: Strife's Dialog System - UDMF Flavor
Yeah, I got your item-giving examples to work in it just fine. I just don't think I can use the conversation id trick cos it's not an option in that format, as far as the gui is concerned, so I dunno if it would still work or not.Zergeant wrote:Hexen format still has ACS scripts though, which I'm pretty sure you can use to give an inventory item with.
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Re: Strife's Dialog System - UDMF Flavor
GZDB-BF can flawlessly convert a Hexen format map to UDMF format.ImpieTwo wrote:Problem is the mod is Heretic in Hexen Format, not UDMF, so there's no "conversation id" option. At the time I was using doom builder 2 and there wasn't a heretic udmf option.Zergeant wrote:Everything you need for that is already in the tutorial. You should consider using a script via ACS for that problem and either change conversation ID of the prisoner or give the player an item when the door is open.
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Re: Strife's Dialog System - UDMF Flavor
What's the role of ACS in the UDMF technique shown in this thread? It sounds like I need to set monster IDs, as if the ACS script is the lynchpin between the monster entities in Builder and the DIALOG00 and LANGUAGE lumps. I've been looking at built-in functions and I'm stuck at the core functionality in the script. I have a vague sense of what it is supposed to accomplish but I'm not sure how to translate it into the solution described above. It must be something painfully simple, because other tutorials or questions on UDMF focus on some other aspect, but never the ACS scripts. What am I missing?
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Re: Strife's Dialog System - UDMF Flavor
My understanding is that these examples work if you're making your map in UDMF format, which allows monsters to be assigned conversation IDs (really only necessary if you want two monsters of the same species to have two different conversation trees). I might have convoluted things by using Hexen format instead, which does NOT have the conversation ID option.pwnsevelt wrote:What's the role of ACS in the UDMF technique shown in this thread? It sounds like I need to set monster IDs, as if the ACS script is the lynchpin between the monster entities in Builder and the DIALOG00 and LANGUAGE lumps. I've been looking at built-in functions and I'm stuck at the core functionality in the script. I have a vague sense of what it is supposed to accomplish but I'm not sure how to translate it into the solution described above. It must be something painfully simple, because other tutorials or questions on UDMF focus on some other aspect, but never the ACS scripts. What am I missing?
If you want, you can crack open Ghoul School 3D and look at the guts of "talkers.wad" for ready-made examples to look at and experiment with before you try it yourself. You'll need Heretic and Gzdoom to run it. All the conversation tricks I used there, I learned from this thread. Remember the Dialog lump number is respective to the map number.
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Re: Strife's Dialog System - UDMF Flavor
This is great! I cannot thank you enough. Its so helpful to have a complete implementation of all these pieces. Also, this wad sounds hilarious. I wish I had more time to play. Thanks again!
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Re: Strife's Dialog System - UDMF Flavor
Well, I haven't tried using the shop example per se, but there are characters who give you items or change their dialogue when you carry a specific item.pwnsevelt wrote:This is great! I cannot thank you enough. Its so helpful to have a complete implementation of all these pieces. Also, this wad sounds hilarious. I wish I had more time to play. Thanks again!
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Re: Strife's Dialog System - UDMF Flavor
Is there any way to change the letters and the interface of the dialogues?
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Re: Strife's Dialog System - UDMF Flavor
Letters? You mean font?Bael wrote:Is there any way to change the letters and the interface of the dialogues?
Yep, you can use different font, not for the whole game, not only for dialogues.
Only for dialogues? Write a new zscript dialogue handler, I think.
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Re: Strife's Dialog System - UDMF Flavor
hi i´m using gzdoom builder and i also used doom builder and when I select an enemy the option to tick Stand still and Friendly does not appear. what is the problem?
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Re: Strife's Dialog System - UDMF Flavor
You're possibly using the wrong map format. Are you using UDMF?
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Re: Strife's Dialog System - UDMF Flavor
Mikk- wrote:You're possibly using the wrong map format. Are you using UDMF?
I do not know, where can I see what map format I'm using? How can I use the udmf format?