With treebuilder I made this conversation script:
{
Start[ ()
{
Speak("Hi","");
Reply(1,"Yes_I_am");
Reply(2,"No_I_am_not");
switch(Conversation(50))
{
case 1
{
NewConversation("Give_question",true);
}
case 2
{
NewConversation("Start",false);
}
}
} ]
Give_question[ ()
{
Speak("Question","");
Reply(1,"Answer1");
Reply(2,"Answer2");
Reply(3,"Answer3");
switch(Conversation(50))
{
case 1
{
NewConversation("Correct_answer",true);
}
case 2
{
NewConversation("Wrong_answer",true);
}
case 3
{
NewConversation("Wrong_answer",true);
}
}
} ]
Correct_answer[ ()
{
Speak("Right","");
Reply(1,"Me_good");
switch(Conversation(50))
{
case 1
{
NewConversation("Start",false);
}
}
} ]
Wrong_answer[ ()
{
Speak("Wrong","");
Reply(1,"Me_wrong");
Reply(2,"me_not_try");
switch(Conversation(50))
{
case 1
{
NewConversation("Give_question",true);
}
case 2
{
NewConversation("Start",false);
}
}
} ]
}
Added this to conversation.txt:
[Hi]
Hi!
<CR>
Are you ready to answer my question?
[Yes_I_am]
Yes I am ready
[No_I_am_not]
No I am not
[Question]
1+1=?
[Answer1]
Two
[Answer2]
Three
[Answer3]
Four
[Right]
Well done!
<CR>
1+1=2
[Me_good]
I knew it!
[Wrong]
No!
<CR>
That is not the correct answer
[Me_wrong]
What was the question?
[me_not_try]
I don't care
The idea is to have the following conversation
Pawn: Hi are you ready to answer my question?
Player: Yes I am/No I am not
Pawn: 1+1=?
Player: Two/Three/Four
Pawn: Well done/Wrong answer
Player: I knew it/what was the question?/I don't care
The problem is that when the conversation advances to the next part, the player's answers overlap (previous answers remain on screen). What is wrong with the script?
Answers overlap
There was a similar problem a while back.
http://www.realityfactory.info/forum/vi ... php?t=1466
The sad thing is, I don't think we found out why it does that.
http://www.realityfactory.info/forum/vi ... php?t=1466
The sad thing is, I don't think we found out why it does that.
Pain is only psychological.