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My Conversation Script for my Pawns are broken! PLS HELP

Posted: Sat Apr 29, 2006 7:53 am
by psYco
hey, i assigned converstion scripts to my pawns and sometimes it plays the audio files only :x , but the bitmap (backround) doesn't show.... My conversation scripts contain a 800X600 Background and WAV audio files..., the script is included below:

Code: Select all

{

  HB2[ ()
  {
      CustomBackground("d_holmes.bmp");
      CustomSpeak(96, 96, 600, 230, 17);
      CustomReply(100, 370, 594, 125, 18);
      Speak("HB2","HB2.wav");
      Reply(1,"LY2A");
      Reply(2,"LN2A");
      switch(Conversation(30))
      {
          case 1
          {
              NewConversation("O2",true);
          }
          case 2
          {
              NewConversation("HE2A",true);
          }
      }
  } ]

  HE2A[ ()
  {
      CustomBackground("generic.bmp");
      CustomSpeak(96, 96, 600, 230, 17);
      CustomReply(100, 370, 594, 125, 18);
      Speak("HE2A","HE2A.wav");
      Reply(1,"LY2B");
      Reply(2,"LN2B");
      switch(Conversation(30))
      {
          case 1
          {
              NewConversation("O2",true);
          }
          case 2
          {
              NewConversation("HE2B",true);
          }
      }
  } ]

  HE2B[ ()
  {
      CustomBackground("generic.bmp");
      CustomSpeak(96, 96, 600, 230, 17);
      CustomReply(100, 370, 594, 125, 18);
      Speak("HE2B","HE2B.wav");
      Reply(1,"LY2C");
      switch(Conversation(30))
      {
          case 1
          {
              NewConversation("O2",true);
          }
      }
  } ]

  O2[ ()
  {
      CustomBackground("bodi.bmp");
      CustomSpeak(96, 96, 600, 230, 17);
      CustomReply(100, 370, 594, 125, 18);
      Speak("O2","O2.wav");
      Reply(1,"OR");
      switch(Conversation(30))
      {
          case 1
          {
              NewConversation("",false);
          }
      }
  } ]

}
Please help me as this is one of the main bugs in my game, and i am dealing with a very tight release date.

Thank you graciously! :D

Posted: Sun Apr 30, 2006 4:23 pm
by GD1
from reading your other post, i just wanted to say in addition to my PM. look into using a message entity or a scripted message command that is turned on by a trigger. i recently used this in one of my games, it worked very well. i think this would be your best bet for giving the player an objective.