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Speech Bubbles?

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 StormTrooper789
06-28-2004, 2:59 PM
#1
How do u do those little blue bubbles that pop-up when you click on an NPC to talk to them.

One thing I do know, using the speech bubbles requires *.dlg file.

I just want to know how to do this.
 tk102
06-28-2004, 3:02 PM
#2
If there is only one entry and no replies in a .dlg, then it will appear as a speech bubble.
 StormTrooper789
06-28-2004, 3:53 PM
#3
Oh...thanks!

I have 1 more question if u have 3 starting entries for example each are triggered by a scripts, 3 regular entries, and 3 replies with no text at all. Will that work? the *.dlg files on Taris work that way.

STARTING LIST:
0.<blah_blah> Yabba-dabba-doo! [0]
1.<blah_blah2> Butter-Toast. [1]
2.<blah_blah3> Mustard [2]

ENTRY LIST:
Plz note that Starting List has 'em, so i won't list 'em again.

REPLIES LIST:
0. [-1]
1. [-1]
2. [-1]


This is just a rough example I just thought up. Tell me if that will or will not work and I will be satisfied ;)
 tk102
06-28-2004, 3:58 PM
#4
Yes that will work. But you don't need three blank Replies. You can have each Entry point to the same blank Reply or have no Replies at all and you'll get the same effect. (Any 'dead end' in the dialog path will end the dialog.)

You might also consider having the last StartingList entry not have any script requirement so that you're guaranteed at least some response if the other scripts all return FALSE.
 StormTrooper789
06-28-2004, 4:09 PM
#5
Thank you, tk102!

I needed this info so I could add some things to the module I'm working on.

:bdroid2: ---<Roger, Roger! Thanks!>
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