Issue with end block of a conversation info.

Post » Fri Oct 15, 2010 7:17 pm

Ok I'm having a guy walk into a room, and reach an xmarkerheading, thus ending his package and running the end block to play an idle of looking around, and say a line of dialog. All that works great, but I have it set to advance the quest stage at the end of the line of dialog, and it never does it. He says the line, then stands there forever. I used console to check, and it just isnt running the endblock. If I manually update the quest stage, he then continues on his merry way, till the next portion where he says another line of dialog, and it should update again, but again does not. I thought maybe not having recordings for this was the reason. So I made some 5 second long waves of silence, purely to give it something. And still it will not run the end block for my line of dialog. Either of two times. I tested ingame 4 times, so its definitly messing up. Why could it be messing up? They say the line just fine, but it never runs the end block... These are lines he is saying outloud to everyone, like a Say command would result in, not a specific conversation with the player. Thanks to anyone who can help.

Gunmaster95
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Sanctum
 
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Post » Fri Oct 15, 2010 5:18 pm

I just set up the next stage, same thing. He says the line when he is supposed to and all just fine, but the end block never seems to run. Please can anyone help? This is kinda a massive delay in my modding. I can ignore it for now by using console to advance the quest at each part, but I would really like to fix it ASAP.
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Bonnie Clyde
 
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Post » Fri Oct 15, 2010 11:51 am

Try taking the stuff that isn't working in the end results script of the conversation info and adding them to a SayToDone block running on the NPCs script. Other than that, I'd have to take a look.
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Alex Vincent
 
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Post » Fri Oct 15, 2010 11:20 pm

And use printc commands to dump notes into console when it's supposed to do advance the quest stage, it will give you guarenteed output to see if the block runs. I'd have to take a look at it too to really know more.

Luck!
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Manuel rivera
 
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Post » Fri Oct 15, 2010 1:41 pm

There are 2 kinds of dialogue result scripts. BEGIN and END. One is on the left, one is on the right.

If your dialogue line has the "GOODBYE" checkbox clicked, you will want to use the Result Script (End) one.

Anything else, you want to use the "Result Script (Begin)" one.

I've used both in a single dialogue line before. But in general, if you stick to the way I just described it, it'll work out.

Maybe that will straighten you out.
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RObert loVes MOmmy
 
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Post » Fri Oct 15, 2010 7:52 pm

I am using the end result script. I also tried with the goodbye checkbox clicked. That did not work :( I do have a dialog line earlier in the mod where I use the Begin result script just fine.
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Big mike
 
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Post » Fri Oct 15, 2010 8:34 pm

I may be wrong, but I think I read somewhere that not all scripts work in the dialogue result boxes. I had some trouble here as well, and simply resolved to avoid using them save for very simple things. My guess would be that a quest stage advancement would fall into the category of things that don't work in this box. Just my guess though.
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Avril Churchill
 
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Post » Fri Oct 15, 2010 7:24 pm

I am using the end result script. I also tried with the goodbye checkbox clicked. That did not work :( I do have a dialog line earlier in the mod where I use the Begin result script just fine.


Ummm,.... hmmm um.

The code in result script (begin) has always runs like a charm for me if the "goodbye" checkbox is not in effect. Try sticking "showmessage genericdebugmsg" in your result script to see what happens.
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KIng James
 
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Post » Fri Oct 15, 2010 11:42 am

The problem was that he had the 'Run Immediately' flag checked. Once un-checked, it all worked. I've only seen radio topics use that flag and have no real idea what its for other than to mess up end block scripts. The wiki has no info on that flag.
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FirDaus LOVe farhana
 
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Post » Fri Oct 15, 2010 5:46 pm

The problem was that he had the 'Run Immediately' flag checked. Once un-checked, it all worked. I've only seen radio topics use that flag and have no real idea what its for other than to mess up end block scripts. The wiki has no info on that flag.


There's a wee bit about it in the tutorial for scripting a three way conversation if I remember correctly. Let me go look...

Nope it was in the tut for how to script a conversation between two or more NPCs.

Here's the relevant quote:

Make sure the "Run immediately" box is checked. This tells the game to run the results when the conversation is being created, instead of when it is spoken

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Vickey Martinez
 
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Post » Fri Oct 15, 2010 4:15 pm

Hmm. I wish that cleared up what its used for more precisely, but I am still not clear on when its needed - except that it should be checked in a 2-way conversation with NPCs. My take is that it causes the results scripts (begin or end?) to run even before the any line is spoken. But I don't understand why that's important.
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lucy chadwick
 
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Post » Fri Oct 15, 2010 10:47 am

Hmm. I wish that cleared up what its used for more precisely, but I am still not clear on when its needed - except that it should be checked in a 2-way conversation with NPCs. My take is that it causes the results scripts (begin or end?) to run even before the any line is spoken. But I don't understand why that's important.


Well, I don't know why they've chosen to set it up that way other than they say it is more elegant which I'm all for btw. I just tucked it away in my head to save for future reference. They say they are doing it that way specifically in that case because they are incrementing a variable in the results script to move the conversation along and it won't work unless the results scripts are run first. That's the theory anyway, I didn't try it in practice, as I haven't had a situtation where I needed to try a convo like that, so I haven't seen it actually work.

As to when else it is needed or why it would be important, I don't know. It intrigued me enough that I remembered it. I, too, am curious about what situation I might want to use it in.
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Scott Clemmons
 
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Post » Fri Oct 15, 2010 1:22 pm

I could have used that bit of info a week or so ago (don't it always seem to go...). I was helping a fellow out with a 2-way and this exact problem popped up. I ended up using a series of SayToDone blocks on the actors with the say commands nestled inside cause I could not get the conversation to move along otherwise. I think I'll keep that little nugget tucked away too, now.
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Tom Flanagan
 
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