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Problem with kickout dialog


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#1 Mathrim Cauthon

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Posted 10 August 2004 - 08:09 AM

Hello !

I'm currently trying to create a new NPC, and I have a small problem. Her joining dialogs work well, but I don't manage to get the kick-out dialog.

Here is the end of my D file (yes, dialogs are in french). The ArcanaJoined variable has been created when the NPC joins the party.

BEGIN CLONE1P

IF ~Global("ArcanaJoined","LOCALS",1)~ THEN BEGIN KickOut
  SAY ~Tu ne veux plus de moi à tes côtés? Je comprends... Je ne suis pas d'une aide bien précieuse n'est-ce pas ? Et j'ai conscience que ma présence est pour toi d'avantage une charge qu'un atout majeur. Cependant si tu changes d'avis... Tu sais à quel point ta quête est la mienne.~
  IF ~~ THEN REPLY ~Non Arcana, tu n'es pas une charge, et ton aide m'est très précieuse au sein du groupe. Reste s'il te plaît.~ DO ~JoinParty()~ EXIT
  IF ~~ THEN REPLY ~Je sais que tu n'as nulle part où aller Arcana... Prends ces 10 PO et loue-toi une chambre à la Couronne De Cuivre. Je viendrai te trouver là-bas dès que j'aurais à nouveau besoin de toi.~ DO ~SetGlobal("ArcanaJoined","GLOBAL",0)~ EXIT
  IF ~~ THEN REPLY ~Oui, et bien attends-nous à la Couronne De Cuivre. Je viendrai te chercher là-bas si j'ai à nouveau besoin de toi.~ DO ~SetGlobal("ArcanaJoined","GLOBAL",0)~ EXIT
  IF ~~ THEN REPLY ~Très bien, je m'en souviendrai. Attends-nous ici, veux-tu ?~ DO ~SetGlobal("ArcanaJoined","GLOBAL",0)~ EXIT
END

IF ~Global("ArcanaJoined","LOCALS",0)~ THEN BEGIN Rejoin
  SAY ~Vous voulez que je rejoigne le groupe ?~
  IF ~~ THEN REPLY ~Oui, s'il te plaît !~ DO ~SetGlobal("ArcanaJoined","LOCALS",1) JoinParty()~ EXIT
  IF ~~ THEN REPLY ~Non, pas du tout !~ EXIT
END

At the end of the tp2 files, I've written:

APPEND ~pdialog.2da~
~CLONE1       CLONE1P            CLONE1J           CLONE1D~
UNLESS ~clone1~
UNLESS ~25POST~


APPEND ~pdialog.2da~
~CLONE1       CLONE1P            CLONE1J           CLONE1D        CLONE1P            CLONE1J               CLONE25D~
UNLESS ~clone1~

Does anybody know what could cause this problem ?

#2 Kismet

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Posted 10 August 2004 - 08:38 AM

I notice you're mixing GLOBAL and LOCALS for the AracanaJoined variable in that file. The dialog is checking for a LOCALS variable but the replies are setting GLOBAL variables. When ArcanaJoined gets set to 1 in the pre-join dialog is it being set as a GLOBAL or LOCALS?

#3 Mathrim Cauthon

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Posted 10 August 2004 - 09:04 AM

Thanks for your answer :)

Well, it was a mistakes, since ArcanaJoined should have been set as a LOCALS. In the pre-joining dialog, it was set as a LOCALS.

I've corrected this, but I still have the same problem.

#4 Kismet

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Posted 10 August 2004 - 09:15 AM

What happens when you try to kick her out? Do you get a dialog or no dialog? If you get a dialog, but not the one you created, check her .cre file and make sure flags are set to "none" rather than "export allowed"

#5 Mathrim Cauthon

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Posted 10 August 2004 - 10:41 AM

I got a dialog, but not the one I created. I will check her cre files. Thanks :)

#6 Mathrim Cauthon

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Posted 10 August 2004 - 11:05 AM

Yes, it was the cause of the problem. Thank you very much ^^

#7 Blitz

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Posted 18 December 2004 - 06:08 PM

Yes, it was the cause of the problem. Thank you very much ^^

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Sorry to dig up such an old topic, but I tried everything suggested here, and I still get that annoying multiplayer dialog thing, even after successfully disabling exporting.

Is there something else I'm missing?

TP2 file:

APPEND ~pdialog.2da~
~B#Vretsu B#VretsuP B#VretsuJ B#VretsuD~
UNLESS ~B#Vretsu~
UNLESS ~25POST~


APPEND ~pdialog.2da~
~B#Vretsu B#VretsuP B#VretsuJ B#VretsuD B#VretsuP B#VretsuJ B#VretsuD~
UNLESS ~B#Vretsu~

Edited by Blitz, 18 December 2004 - 07:29 PM.


#8 hlidskialf

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Posted 18 December 2004 - 07:59 PM

Strip the DPlayer scripts off the cre as well. They assign the multiplayer dialogs.

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#9 Blitz

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Posted 18 December 2004 - 08:32 PM

Strip the DPlayer scripts off the cre as well. They assign the multiplayer dialogs.

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The script used in the .cre is my b#vretsu dialog. I'm not that stupid...hopefully. :)

Any other suggestions?

Edited by Blitz, 18 December 2004 - 08:34 PM.


#10 hlidskialf

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Posted 18 December 2004 - 09:14 PM

Check the other script slots.

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#11 Blitz

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Posted 19 December 2004 - 06:34 AM

Check the other script slots.

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All slots contain my own scripts (I tried to fill them all up just in case).

This is perplexing.

Does my 2da appending look correct?

Edited by Blitz, 19 December 2004 - 06:50 AM.


#12 seanas

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Posted 19 December 2004 - 06:42 AM

i was under the impression that dialog titles had to be eight characters or less; B#VretsuP et al are nine - doesn't this mean the game engine won't read them?

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#13 Blitz

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Posted 19 December 2004 - 06:54 AM

i was under the impression that dialog titles had to be eight characters or less; B#VretsuP et al are nine - doesn't this mean the game engine won't read them?

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Tried it. Still doesn't work. :(

Maybe I should try making a new NPC...

#14 Blitz

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Posted 19 December 2004 - 08:48 AM

That didn't work either. Man...this is depressing. :(

#15 Shed

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Posted 19 December 2004 - 09:17 AM

Check that the pdialog.2da does actually have reference to your NPC.

Do you get the standard multiplayer kickout dialogue, or none at all?

#16 Blitz

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Posted 19 December 2004 - 09:48 AM

Standard multiplayer dialog.

Here's my pdialog.2da file. It clearly recognizes my p dialog file.

Dang! I can't upload .2da files. Here's a zip file containing the .2da file :P

No zip files?! Gaaah! Here's a text file with the .2da stuff in it! :P

Attached Files


Edited by Blitz, 19 December 2004 - 09:49 AM.


#17 Avenger_teambg

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Posted 19 December 2004 - 10:14 AM

Your critter's scripting (death) variable should match the entry in pdialog.2da

The easiest way to check what's wrong, load the creature from your saved game into a creature editor and check the relevant parts.
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#18 Blitz

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Posted 19 December 2004 - 04:27 PM

Your critter's scripting (death) variable should match the entry in pdialog.2da

The easiest way to check what's wrong, load the creature from your saved game into a creature editor and check the relevant parts.

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Avenger...you are a saint. It works perfectly now. Thanks to **AVENGER** and everyone else who helped!

*Bows

Sadly, now that that works, his attack script (that I spent an hour tweaking until it worked perfectly) no longer functions. Instead of casting spells, he just runs up and punches. But that, is another story.

*Scampers off to fix irratating bugs

Edited by Blitz, 19 December 2004 - 04:33 PM.


#19 Shed

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Posted 19 December 2004 - 04:34 PM

Actually, I remember I had that problem once :). Glad it's fixed.

#20 Blitz

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Posted 19 December 2004 - 04:40 PM

Actually, I remember I had that problem once :). Glad it's fixed.

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Thanks. Pray tell, can editing pdialog.ids harm other scripts?

I tried changing my script so Vretsu wouldn't go hostile while attacking, and when I reinstalled my mod, it didn't recognize this one change. Hmmm...maybe it isn't compiling properly?

This REALLY is an interesing day. :lol: