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Topics regarding Scripting with Reality Factory
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gamemakerg
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Conversations

Post by gamemakerg » Sat Feb 09, 2008 7:54 pm

when i assaign a conversation to a pawn it wont do anything i can't talk to it
this is a picture of the settings
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QuestOfDreams
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Re: Converstaions

Post by QuestOfDreams » Sat Feb 09, 2008 8:20 pm

You must enter the conversation script name in the line ConvScriptName not ScriptName. The same goes for the starting order, put it in ConvOrder not SpawnOrder. ScriptName & SpawnOrder specify a different script & order for the Pawn's behaviour.

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gamemakerg
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Re: Conversations

Post by gamemakerg » Sat Feb 09, 2008 8:49 pm

it still doesn't work look this is what i did and still no luck
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Re: Conversations

Post by steven8 » Sun Feb 10, 2008 12:22 am

gamemakerg wrote:it still doesn't work look this is what i did and still no luck
You'll notice in QOD's shots, he has "Start" in 2 places. ConvOrder and SpawnOrder. It is also capitalized. I do not know if it is case sensitive, but it never hurts to match up.
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gamemakerg
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Re: Conversations

Post by gamemakerg » Sun Feb 10, 2008 1:24 am

nope didn't work
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Re: Conversations

Post by darksmaster923 » Sun Feb 10, 2008 2:53 am

you have to have a spawn order. the spawn order is the first order the script runs.
Herp derp.

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gamemakerg
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Re: Conversations

Post by gamemakerg » Sun Feb 10, 2008 3:12 pm

so what would i have to put there start or pawn ive seen one or the other in two tutorials
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Re: Conversations

Post by QuestOfDreams » Sun Feb 10, 2008 4:53 pm

That depends on your script. As darksmaster said SpawnOrder is the first order in your script that is executed when the Pawn is spawned in the level. How you name it is up to you.

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gamemakerg
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Re: Conversations

Post by gamemakerg » Sun Feb 10, 2008 4:54 pm

what should i put if all i want him to do is talk and look idle
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Re: Conversations

Post by darksmaster923 » Sun Feb 10, 2008 6:19 pm

well the spawn order is the first order you want the script to run. put in your first order name
Herp derp.

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Re: Conversations

Post by gamemakerg » Sun Feb 10, 2008 6:28 pm

but if i want him to talk what should i put
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Re: Conversations

Post by darksmaster923 » Mon Feb 11, 2008 4:37 am

well the spawn order is the first order you want the script to run. put in your first order name.
go into your script and find the first order.
Herp derp.

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gamemakerg
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Re: Conversations

Post by gamemakerg » Mon Feb 11, 2008 10:24 pm

thanks for your help it works but now i have another problem look at the replys on the first part it is fine but on the second it does this can any one tell me what is wrong?
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Re: Conversations

Post by Simon » Tue Jan 20, 2009 2:31 pm

gamemakerg wrote:thanks for your help it works but now i have another problem look at the replys on the first part it is fine but on the second it does this can any one tell me what is wrong?
Hi,
I have the same problem: When using multiple conversations the replies of the previous conversations never disappear. It seems like the tree builder can not handle more than one conversation. Any help will be appreciated.
Thanks
Simon

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Re: Conversations

Post by Simon » Wed Jan 21, 2009 9:44 pm

Using a bigger background image solves the issue. It should be big enough to contain both the speach and the replies. The image is refreshed after each conversation so that the replies can't overlap any more.

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