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Dialog error

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 Canderis
02-07-2009, 9:57 PM
#1
I have this error with a dialog file. When it fires in game it shows up like how people on taris's does as like a speech bubble in the air. I have 2 reply options that you cant even choose. Why is this happening?
 HK-42
02-07-2009, 9:58 PM
#2
I have this error with a dialog file. When it fires in game it shows up like how people on taris's does as like a speech bubble in the air. I have 2 reply options that you cant even choose. Why is this happening?

As far as I know that only happens when the Npc only has one line. Does he have a reply to those replies(of the pc)
 Canderis
02-07-2009, 9:59 PM
#3
One of them.
 Ferc Kast
02-07-2009, 10:25 PM
#4
Huh; I thought I read once in a tutorial (correct me if I'm wrong) that a dialog works like normal (non-'text bubble') if it has 3 replies.

I can't speak from experience though, seeing as I've only dealt with/made dialogs with 3+ replies.
 Darth InSidious
02-07-2009, 10:35 PM
#5
Actually, it needs a minimum of one 'entry', that is, NPC response and one PC reply, even if that reply is blank.
 Canderis
02-07-2009, 10:39 PM
#6
Actually, it needs a minimum of one 'entry', that is, NPC response and one PC reply, even if that reply is blank.
Really then why didn't it work?
Huh; I thought I read once in a tutorial (correct me if I'm wrong) that a dialog works like normal (non-'text bubble') if it has 3 replies.

I can't speak from experience though, seeing as I've only dealt with/made dialogs with 3+ replies.

Thanks ferc that made it work!

EDIT: now for some reason it wont fire when i enter the area. Heres the fire script:

void main() {
object oNPC=GetObjectByTag("doorguard");
location lMe=GetLocation(GetFirstPC());
ActionDoCommand(SetCommandable(TRUE,oNPC));
AssignCommand (oNPC,ActionForceMoveToLocation(lMe,FALSE));
AssignCommand (oNPC, ActionStartConversation(GetFirstPC()));
}

Do you guys see any problem?
 Star Admiral
02-08-2009, 1:06 AM
#7
Does the NPC even move over to where you are, or does the script simply not fire at all?

- Star Admiral
 Canderis
02-08-2009, 9:40 AM
#8
Its kinda hard to tell as he spawns close to me. I think it does cuz he was facing the wrong way at first and when this script fires he faces me.
 Star Admiral
02-08-2009, 1:27 PM
#9
What is the trigger for this event? The OnEnter script of a module?

- Star Admiral
 Canderis
02-08-2009, 1:33 PM
#10
Yes the onenter script slot.
 Star Admiral
02-08-2009, 1:54 PM
#11
Try using ClearAllActions().

void main() {
object oNPC=GetObjectByTag("doorguard");
location lMe=GetLocation(GetFirstPC());
ActionDoCommand(SetCommandable(TRUE,oNPC));
ClearAllActions();
AssignCommand (oNPC,ActionForceMoveToLocation(lMe,FALSE));
AssignCommand (oNPC, ActionStartConversation(GetFirstPC()));
}
 Canderis
02-08-2009, 2:14 PM
#12
Thanks star admiral! it worked! Now I just need to fix one more bug, the script that fires in the dialog to make the people hostile only works on 3 out of the 6 people. Is it because they all are the same utc? And one other small thing, what is the uti tag for the red short saber?
void main() {
object oNPC1=GetObjectByTag("sith01");
object oNPC2=GetObjectByTag("doorguard");
object oNPC3=GetObjectByTag("cultdro");
object oNPC4=GetObjectByTag("sith01");
object oNPC5=GetObjectByTag("sith01");
ChangeToStandardFaction(oNPC1, 1);
ChangeToStandardFaction(oNPC2, 1);
ChangeToStandardFaction(oNPC3, 1);
ChangeToStandardFaction(oNPC4, 1);
ChangeToStandardFaction(oNPC5, 1);
}
 Star Admiral
02-08-2009, 2:26 PM
#13
Try this.

void main() {
object oNPC1=GetObjectByTag("sith01", 0);
object oNPC2=GetObjectByTag("doorguard");
object oNPC3=GetObjectByTag("cultdro");
object oNPC4=GetObjectByTag("sith01", 1);
object oNPC5=GetObjectByTag("sith01", 2);
ChangeToStandardFaction(oNPC1, 1);
ChangeToStandardFaction(oNPC2, 1);
ChangeToStandardFaction(oNPC3, 1);
ChangeToStandardFaction(oNPC4, 1);
ChangeToStandardFaction(oNPC5, 1);
}

And the .uti for the red short saber in K1 is g_w_shortsbr02. If I'm not mistaken, it's the same for TSL.

- Star Admiral
 Canderis
02-08-2009, 2:49 PM
#14
I forgot to add in the origional script one droid and when I tried to follow your example he stayed on my team and didn't go hostile.

void main() {
object oNPC1=GetObjectByTag("sith01", 0);
object oNPC2=GetObjectByTag("doorguard");
object oNPC3=GetObjectByTag("cultdro");
object oNPC6=GetObjectByTag("cultdro", 2);
object oNPC4=GetObjectByTag("sith01", 1);
object oNPC5=GetObjectByTag("sith01", 2);
ChangeToStandardFaction(oNPC1, 1);
ChangeToStandardFaction(oNPC2, 1);
ChangeToStandardFaction(oNPC3, 1);
ChangeToStandardFaction(oNPC4, 1);
ChangeToStandardFaction(oNPC5, 1);
ChangeToStandardFaction(oNPC6, 1);
}
do you see any error?
 Star Admiral
02-08-2009, 2:56 PM
#15
Change the 2 in the GetObjectByTag for oNPC6 to a 1. A 0 value tells the game to get the first object with that tag, a 1 gets the second object with that tag, 2 gets the third object, and so on.

- Star Admiral
 Canderis
02-08-2009, 3:06 PM
#16
Thanks SA, now there is only one bug left to fix in this module, the "red" short saber is cyan. I don't know why but it is. "g_w_shortsbr02"
 Star Admiral
02-08-2009, 4:13 PM
#17
Surprising. Is this for K1 or for TSL? If it's for K1, there is only one cyan color, and that is for the MOTF lightsaber, with a code of g1_w_shortsbr02. If there is no typo, try using g_w_shortsbr01, which is supposed to be for a blue lightsaber.

- Star Admiral
 Canderis
02-08-2009, 4:20 PM
#18
TSL, and there is a 1 after the g (i think).
 Star Admiral
02-08-2009, 4:23 PM
#19
That's the problem. Get rid of the 1 and it should be red.

- Star Admiral
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