How to assign conversationID by script?

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ramon.dexter
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How to assign conversationID by script?

Post by ramon.dexter »

Hi, I have some quesions that I wasnt able to solve, so...here we go ;)

How do I set ConversationID by ACS script? I know i can set it in gzdoombuilder, but that's the problem - I cannot do it this way. Also, assigning "ConversationID <number>" in either zscript/decorate doesnt work. Zscript is not compiled, decorate rejects it. So I need to set it by ACS, but I cannot find the command. So, is it possible, or I'm stuck?

...and, well, thats all.
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Graf Zahl
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Re: How to assign conversationID by script?

Post by Graf Zahl »

You can't. The conversation ID is a static per-class value.

With UDMF the recommended way to handle this is to directly assign a dialogue to a thing on the map.
Talon1024
 
 
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Re: How to assign conversationID by script?

Post by Talon1024 »

If you want to change the conversation/dialogue of something: Thing_SetConversation

If you want to change the items available at a shop, you'll have to create another USDF conversation.

If you want to randomize an item given to the player, you can have a dialogue item that executes a script.

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