Problem with dialogue...

Post » Tue May 17, 2011 12:54 pm

Do Dialogue Packages only run once? I'm having a problem with getting an NPC (actually creature, the President Eden eye) repeating any dialogue. I have him set up on a wall, with a trigger in front of him that sets off Dialogue Packages depending on some conditions so you can talk to him.

scn MTHBunkerPALS000DialogueTriggerScriptShort doOnceShort ForceGreetShort PALS001DeadBegin OnTriggerEnter Player	If doOnce == 0		Set PALS001Dead to 1		Set doOnce to 1	EndIf	Set ForceGreet to 1	MTHPALS000EyeRef.EVPEndBegin OnTriggerLeave Player	Set ForceGreet to 0		If GetStage MTHPALSMQ > 21		Set PALS001Dead to 2	EndIf	If GetQuestCompleted MTHPALSMQ == 1		Set PALS001Dead to 3	EndIf	MTHPALS000EyeRef.EVPEnd


The method works fine... the first time. He says the first topic to you and says goodbye, you walk back into the trigger he says the next one (this one is supposed to repeat if you dont have X materials), then he never says anything again (it's not flagged say once).

Ideas?
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Nikki Lawrence
 
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Post » Tue May 17, 2011 8:45 am

A dialog package will run any number of times if it ends. A lot of times, I use the 'on end' result script of them to turn off the condition that enables them. Is ForceGreet used to enable the packages?
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WYatt REed
 
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Post » Tue May 17, 2011 3:54 pm

Are you leaving the cell altogether to check if the third comment is going to trigger or are you just talking to him and then turning around and walking into the trigger. If you aren't exiting the cell I'd try that.
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Crystal Birch
 
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Post » Tue May 17, 2011 6:45 am

A dialog package will run any number of times if it ends. A lot of times, I use the 'on end' result script of them to turn off the condition that enables them. Is ForceGreet used to enable the packages?


ForceGreet is the "base" condition that all the packages need to have to talk, then based on PALS001Dead it picks a package to talk.


Are you leaving the cell altogether to check if the third comment is going to trigger or are you just talking to him and then turning around and walking into the trigger. If you aren't exiting the cell I'd try that.


I'll try it but that won't work in the long run. I need him to be like a normal NPC afterwards that you can talk to whenever you want for various back-story information etc., I have a third package that just runs a normal GREETING topic.

Neither one does anything.

Ok apparently the packages aren't stopping? I have a ShowMessage GenericDebugMsg in the End Result Script and it never pops up.
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teeny
 
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Post » Tue May 17, 2011 12:00 pm

ForceGreet is the "base" condition that all the packages need to have to talk, then based on PALS001Dead it picks a package to talk.

I'll try it but that won't work in the long run. I need him to be like a normal NPC afterwards that you can talk to whenever you want for various back-story information etc., I have a third package that just runs a normal GREETING topic.

Neither one does anything.



Have you considered setting up dialogue the way Eden's dialogue was done in the game rather than trying to create regular dialogue through dialogue packages?
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e.Double
 
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Post » Tue May 17, 2011 4:05 am

Have you considered setting up dialogue the way Eden's dialogue was done in the game rather than trying to create regular dialogue through dialogue packages?


I did actually and it didn't do anything, it's been forever since I did that part of the MQ so I was looking at the "holdingcell" version of him and his script, and saw they were using SayTo to do everything. Tried that and he never once started even the first dialogue so I assumed SayTo was a actual sound file getting played or something and doesn't actually start a Dialogue? Like I said I can't remember, is that right? Or was I even looking at the right script?
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Quick Draw
 
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Post » Tue May 17, 2011 1:43 pm

I'm able to use ResetAI and get it working as intended, and since he's an immovable, invulnerable ghost with a funky implementation of dialogue I'm guessing it's OK? Or is there some other negative to ResetAI that I should be aware of?
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Poetic Vice
 
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Post » Tue May 17, 2011 1:17 pm

I'm able to use ResetAI and get it working as intended, and since he's an immovable, invulnerable ghost with a funky implementation of dialogue I'm guessing it's OK? Or is there some other negative to ResetAI that I should be aware of?

One of the things ResetAI does is force package re-evaluation, which seems to have been the issue. It doesn't mess with any variables or settings, and seems to be harmless where i've used it.
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Kyra
 
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Post » Tue May 17, 2011 12:11 am

Alright I'm having two more issues... I've got it cycling through the forced dialogue fine. The problem is the repeatable dialogue afterwards, it's not showing up. I walk into the trigger area and it zooms to him like I would say something but it's blank and then quits back out of dialogue. The package is supposed to choose GREETING, and I have like 4 random greetings that lead into the dialogue menu.

The other problem is one of the repeatable dialogue choices has multiple "Info Portions" or whatever, but it only cycles the first prompt, then gives all the "main menu" dialogue options and doesn't continue with the story.


I swear I hate the dialogue system they have in this game, it's so convoluted and backwards; on top of that it isn't documented well at all...

EDIT: Alright, nevermind I got the greeting working by moving it's package to the top, thought I don't understand why id didn't work before since all the packages above should have had their conditions changed to not work. Still have the one topic not working correctly thought.
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John Moore
 
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Post » Tue May 17, 2011 1:29 pm

I swear I hate the dialogue system they have in this game, it's so convoluted and backwards; on top of that it isn't documented well at all...


You have my sympathies. The dialogue system is very difficult when you are trying to do something pretty creative like you are doing, which will not be documented. Or maybe it isn't all that creative, but it's something that no one that's done it has written much about anyway. It can take a lot of time and trial and error. But it sounds like you are making progress which is great and you are learning a lot.
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lucy chadwick
 
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Post » Tue May 17, 2011 12:35 am

For reference the solution was to just make each separate info portion or whatever into a separate topic and then add/choice the corresponding topic.
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Stryke Force
 
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