Posted by: Tess
« on: August 14, 2005, 11:25:24 PM »
Or I was a complete idiot and forgot to END the thing altogether...yikes!
This is actually pretty amusing...with every tiny change I make, I end up getting a tiny bit further before I get an error. Now my AR baf is sad...wait, no, that was a simple stupid linebreak mistake.
Oh, ye gods...it says it installed. Let's check...nope. Ooops, forgot to change the variable name for spawing him...
Well, I'll be damned...there he is! But, he's not initiating dialogue, and if my character talks to him, I get a multiplayer-ish standard "Please rejoin" response. I know I shut off the "Export allowed" flag on the CRE...could it be a problem with the "initiate dialogue" script?
(On a side note, I've never written a single line of code of any sort before today, and I wasn't informed it would be this addictively fun...)
EDIT: Well, I went back and checked, and somehow, the initiate dialogue script wasn't turned on. So, I turned it on and reinistalled it, and now there's an all-new problem...the NPC sees my character and runs over, but I get the same "Please rejoin/Wait here" standard dialogue. When I ask him to rejoin, he *repeatedly* initiates dialogue, saying over and over "Hello there."
...and I'm officially in over my head.
EDIT: Okay. Unfortunately, I had the "initiate dialogue" in the "override script" spot, which, I assume, is why he kept initiating standard dialogue over and over again. I fixed that and he stopped doing so. No, I get the standard "Please rejoin/Wait here" when he runs over to talk to me, and then, once he is in the group, nothing.
Now, once he's in the group I don't expect him to say anything--I only wrote an initial dialogue/kickout dialogue for him.
So, my question is: Why isn't he using the dialogue I wrote for him and is instead defaulting to multiplayer-ish standard dialogue? The "export allowed" flag is off and his "override script" is empty, as I didn't write a .bcs as I don't even know what that is, yet.