MasterWaffle Posted February 22, 2008 Share Posted February 22, 2008 Hey there, I'm having a(nother) problem with a script/dialogue. Chain of events - I attach a script to the end of the conversation and then go to test it out in-game. I initiate the conversation just fine, but as soon as I reach the end of a certain conversation node it aburptly ends without giving any more options, and the script doesn't seem to fire. Is it a problem with the script I'm using or am I attaching it in the wrong place? I've added scripts to dialogue before and it's worked just fine, so I'm a bit mystified. Link to comment Share on other sites More sharing options...
swfan28 Posted February 22, 2008 Share Posted February 22, 2008 It could be the script or it could be because there is a dialog animation for a character that does not exist. You should check the dialog first and make sure that all characters with dialog animations are actually present and their tags are correct. Also make sure that the script is attached to the right place especially if it involves destroying characters or turning them hostile. If that is the case any subsequent nodes where the said character(s) would speak or perform animations probably won't work. If you can't find the cause, post the script you are using here. Link to comment Share on other sites More sharing options...
Sithspecter Posted February 22, 2008 Share Posted February 22, 2008 Are you trying to edit Suvam Tam's dialog from the Yavin station? I've found that whenever I've tried to edit it, the conversation always ends at a certain point, script or no script. Link to comment Share on other sites More sharing options...
MasterWaffle Posted February 23, 2008 Author Share Posted February 23, 2008 Are you trying to edit Suvam Tam's dialog from the Yavin station? I've found that whenever I've tried to edit it, the conversation always ends at a certain point, script or no script. Not Suvam, but I noticed that when I've tried to edit Suvam's before. It's definitely is the same problem. It could be the script or it could be because there is a dialog animation for a character that does not exist... I tried just extracting the dialog file and putting it in the override and I get the same problem. So there's something obviously wrong with my dialog file, but I can't figure out what. As far as I know it works just fine when I don't put the extracted dialog file in my override. I can't see any problems with the file, so I'm stumped. Here's the script just in case - void main() { object oItem=CreateItemOnObject( "g_a_class6078", GetFirstPC()); } Link to comment Share on other sites More sharing options...
lactose_ Posted February 23, 2008 Share Posted February 23, 2008 What are you using to edit the dialog? I believe using KT causes some problems; you should use DLGeditor. Link to comment Share on other sites More sharing options...
MasterWaffle Posted February 23, 2008 Author Share Posted February 23, 2008 What are you using to edit the dialog? I believe using KT causes some problems; you should use DLGeditor. I've been using KT. I have DLGeditor, and I'll give that a try and see if it fixes the problem. Thanks for the tip! ETA: It was definitely the editor. The KT editor was creating a lot of orphan nodes. Used DLGeditor instead and it worked just fine. Thanks for your help! Link to comment Share on other sites More sharing options...
Sithspecter Posted February 23, 2008 Share Posted February 23, 2008 Hmm... Glad to know what this issue was. I'm sure glad that we have another editor. Link to comment Share on other sites More sharing options...
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