re: placement of globals, esp timers and dlg
#1
Posted 18 July 2003 - 04:40 PM
I'm in the process of figuring out globals, esp. timers. (this is after npc join, so using primarily override bcs and BAZRII banter for dlg file.
I've looked through other mods and there doesn't seem a set way of placing globals and timers in a set file. It 'APPEARS' the common way is to place timers and global checks (ex: IF GLOBAL("AzriiMinscTalk01","LOCALS",0 ... THEN Interact...) in override bcs file. And global check and global set in BAZRII (banter) file. Does any experienced modder have an opinion about the best way to place globals or is it a matter of preference primarily.
Second question: does a dlg file have to be assigned in pdialog/interdia to be used. In other words could I put romance talk in say AZRIIR.dlg, Female PC talk in say AZRIIF.dlg and Male PC talk in say AZRIIM.dlg and simply switch with SetDialog command in override bcs. I realize it can be done in one dlg with IF Gender(Player1,Female) and appropriate romanceglobal check/set etc. but I want to write basically 3 gamelong dialogues: malefriend, femalefriend and maleromance and put actual dialog in 3 different files.
Sorry about long windedness.
If anyone can help, Thanks David
#2
Posted 18 July 2003 - 05:53 PM
Iltha Windspear
Working on Iltha Windspear Expansion. At left is Iltha, not me! I'm a guy. Who's Azrii you ask? She's the one who taught me it's a lot easier to fly with a basic storyline in hand as opposed to relying on my 'intuitive and ingenious' imagination.
#3 -Moonfruit-
Posted 19 July 2003 - 12:02 AM
I think your idea of multiple dialogue files can work, though I'm not entirely sure. You could use SetDialog to permanently change the dialogue, or StartDialog for a temporary change. You'll have to ask someone who has more experience with dialogue files though.
HTH
#4
Posted 22 July 2003 - 08:54 PM
I put global checks and all timer info in bcs and global check/set in dlg files.
Looks like global checks have to be duplicated in script and dlg. Anyway PC talk and NPC banter worked like a champ. Thank again. David
#5
Posted 24 July 2003 - 03:48 AM
but I want to write basically 3 gamelong dialogues: malefriend, femalefriend and maleromance and put actual dialog in 3 different files.
You donīt need to put the malefriend and femalefriend in a diferente dialog, you can do in one only file, using the freat capabilitys of WeiDU
For example if you type:
IF ~NumTimesTalkedTo(0)~THEN BEGIN greeting
#6
Posted 24 July 2003 - 03:51 AM
but I want to write basically 3 gamelong dialogues: malefriend, femalefriend and maleromance and put actual dialog in 3 different files.
You donīt need to put the malefriend and femalefriend in a diferente dialog, you can do in one only file, using the male-female capability of WeiDU
For example if you type:
IF ~NumTimesTalkedTo(0)~THEN BEGIN greeting
SAY ~Male String here~ ~Female string here~
IF ~~ THEN REPLY ~Male string here~ ~female string here~ EXIT
END
WeiDU will put the female strings in dialogf.tlk, so if you talk to a male the male string will be displayed, if you talk to a female the female string will be displayed, you donīt need to use two diferent files. And it also works on tra files.
#7 -jcompton-
Posted 24 July 2003 - 06:58 AM
#8
Posted 24 July 2003 - 10:01 AM
#9
Posted 24 July 2003 - 02:20 PM
I've decided to parallel male/female protagonist in same dlg. The actual dialog will be completely different but number and timing of interactions will be same. I'll just use gender and global checks to make sure there's no dialog confusion. I'm going to try romance with a different dlg (probably AZRIIR.dlg) so I'll have to see how that works.
Thanks for the responses. David