Page 1 of 1

Conversations

Posted: Sat Feb 09, 2008 7:54 pm
by gamemakerg
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

Re: Converstaions

Posted: Sat Feb 09, 2008 8:20 pm
by QuestOfDreams
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.

A Simple Conversation

Re: Conversations

Posted: Sat Feb 09, 2008 8:49 pm
by gamemakerg
it still doesn't work look this is what i did and still no luck

Re: Conversations

Posted: Sun Feb 10, 2008 12:22 am
by steven8
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.

Re: Conversations

Posted: Sun Feb 10, 2008 1:24 am
by gamemakerg
nope didn't work

Re: Conversations

Posted: Sun Feb 10, 2008 2:53 am
by darksmaster923
you have to have a spawn order. the spawn order is the first order the script runs.

Re: Conversations

Posted: Sun Feb 10, 2008 3:12 pm
by gamemakerg
so what would i have to put there start or pawn ive seen one or the other in two tutorials

Re: Conversations

Posted: Sun Feb 10, 2008 4:53 pm
by QuestOfDreams
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.

Re: Conversations

Posted: Sun Feb 10, 2008 4:54 pm
by gamemakerg
what should i put if all i want him to do is talk and look idle

Re: Conversations

Posted: Sun Feb 10, 2008 6:19 pm
by darksmaster923
well the spawn order is the first order you want the script to run. put in your first order name

Re: Conversations

Posted: Sun Feb 10, 2008 6:28 pm
by gamemakerg
but if i want him to talk what should i put

Re: Conversations

Posted: Mon Feb 11, 2008 4:37 am
by darksmaster923
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.

Re: Conversations

Posted: Mon Feb 11, 2008 10:24 pm
by gamemakerg
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?

Re: Conversations

Posted: Tue Jan 20, 2009 2:31 pm
by Simon
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

Re: Conversations

Posted: Wed Jan 21, 2009 9:44 pm
by Simon
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.