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Author Topic: Dialogues are a pain...  (Read 1268 times)

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Merc

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Dialogues are a pain...
« on: 09 Jul 2006, 20:26:05 »
A couple of questions:
1. In a sp game, does the game pause if you use a dialoue?
2. How you assign whats in the edit box to a global variable, close the dialoue, and start a script all on the same action line?
3. If
Code: [Select]
global = player setdamage 1 then how do you activate global in a script?

Offline Planck

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Re: Dialogues are a pain...
« Reply #1 on: 09 Jul 2006, 20:30:34 »
Hello Merc,

1./  The game does NOT pause, whilst the dialogue is displayed the player can do nothing, but, the game goes on, and you can be shot and killed whilst in the dialogue.

2./ I would refer the honourable gentleman to the temporary editors depot.........just click the Editors Depot button up the top of the page.........there is bound to be a dialogue tutorial in there.


Planck
« Last Edit: 09 Jul 2006, 20:34:15 by Planck »
I know a little about a lot, and a lot about a little.

Merc

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Re: Dialogues are a pain...
« Reply #2 on: 09 Jul 2006, 21:02:13 »
Well I did read the dialogue tut by Vektorboson but it didn't tell me the answers to my questions

Offline Planck

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Re: Dialogues are a pain...
« Reply #3 on: 09 Jul 2006, 22:06:04 »
A global variable is a variable that does not have an underscore, (_), in front of its name.

_global = a local variable

global = a global variable.

so assigning your value to a global variable is that easy.


For your example you would probably go:


player setdamage 1
myglobalvariable = getdammage player

myglobalvariable is a global variable so it is available in all scripts by name.


Planck

etc etc

I know a little about a lot, and a lot about a little.

Merc

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Re: Dialogues are a pain...
« Reply #4 on: 10 Jul 2006, 06:31:47 »
Yea I know... :-\ but it's different in dialogues. When I put two different actions to a button, I loaded the mission and it crashed ofp and gave me an error message. I don't think I did anything wrong because I edited someone elses dialogue and just changed the button action's.

Merc

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Re: Dialogues are a pain...
« Reply #5 on: 10 Jul 2006, 22:31:25 »
ok... I've solved most of my problems but 1.

Let's say:
Code: [Select]
_moo = player setdamage 1 how do I activate _moo so that the player dies?

Merc

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Re: Dialogues are a pain...
« Reply #6 on: 10 Jul 2006, 23:55:20 »
solved my problem thanks to a topic by Darren