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Re: Technical scripting question

Home / Forums / Community Related / General, Off Topic / Re: Technical scripting question

3 replies
13 years, 10 months ago
#7123

Hey guys ive got one question.Recently ive been working on a dialog and it works perfectly fine.But ive got a question.Have a look at the script :

dim_flt 1

dim_act 3

findactor 0,”frank”

findactor 1,”Tommy”

 

 

{ up

//enemy_playanim “Mise zidle01st.I3D”,0

label 101

wait 30000

goto 101

}

 

event use_ab,10970005

getenemyaistate 0,1

iffltinrange 0,2,5,SKIP

 

dialog_begin 0,2

dialog_camswitch 1,0

player_lockcontrols 1

actor_setdir 1,0

person_playanim 1,”breath01a.i3d”

enemy_talk 03010320

enemy_wait

enemy_talk 03010330

enemy_wait

dialog_camswitch 0,1

enemy_talk 1, 03010350

enemy_wait

dialog_camswitch 1,0

enemy_talk 03010340

enemy_wait

enemy_talk 1, 04010150

enemy_wait

dialog_end

player_lockcontrols 0

return

 

human_looktoactor 1,0,1

rnd 0,3

if flt[0]=0,-1,113

enemy_talk 00950050

label 113

if flt[0]=1,-1,114

enemy_talk 00950052

label 114

if flt[0]=2,-1,115

enemy_talk 00950053

label 115

enemy_wait

human_looktoactor 1

label SKIP

return

 

event 1000

label BLBOST

enemy_action_fire 0

wait 5000

goto BLBOST

 

It is a canned cycle the dialog ends and when you talk to frank again it starts the dialog again.How do i set it only for 1x and than for the next time he will just talk to him like this on and on –

human_looktoactor 1,0,1

rnd 0,3

if flt[0]=0,-1,113

enemy_talk 00950050

label 113

if flt[0]=1,-1,114

enemy_talk 00950052

label 114

if flt[0]=2,-1,115

enemy_talk 00950053

label 115

enemy_wait

human_looktoactor 1

label SKIP

return

 

 

Thanks for all the help and the answers smile.png” data-emoticon=”” srcset=”/wp-content/uploads/invision_emoticons/smile@2x.png 2x” width=”20″ height=”20″> .

13 years, 10 months ago
#10743

Thanks Darren!Its all working now.MafiaPub says that getenemyaistate finds out what the actors are doing.So when the dialog is done the condition connects it to the “Talk2”?

13 years, 10 months ago
#10770

Thank you for info Darren.

 

So teoriticly this could be used more often like-dialog+dialog and than the ordinary talk what do you think?

 

Btw ive been playing a little bit with Salieris bar scripts and do you remember when you grab a gun and shoot in salieris bar the people will warn you not to do that and after three times they start shooting.luckily in one mission ive found the original debug text from illusions! <img decoding=” data-emoticon=”” srcset=”/wp-content/uploads/invision_emoticons/smile@2x.png 2x” width=”20″ height=”20″> Looks like they scrolled through they experience and more people worked on one thing though.

 

Translated to english from czech it is like-

 

//[debug_me]

// To Lemon Salierovec (maybe a nick name of a programmer)

// To this detector you can sent even from another one which is needed for hit

// – you must send event 1

 

dim_act 9

dim_flt 4

// flt[0] = temporary

// flt[1] = last talked message tower

// flt[2] = the number of getting pissed of generaly

// flt[3] = time of the last event

 

So when i tried to change

 

this- if flt[2] = 3, NASERTESE, -1

to this- if flt[2] = 9, NASERTESE, -1

they warn you 9 times and than they start shooting

Are every conditions simillar to this one?and when i want to add more conditions for connection to more dialogs does it have something to do with the numbers apart from 0=false 1=true?

 

And one last question.Do you think its possible in mission design in this game to add humangetproperty and after the enemies get the certain property of hp than the camera will lock just like in a dialog and Tommy will say something or do some anim?

Thanks <img decoding=” data-emoticon=”” srcset=”/wp-content/uploads/invision_emoticons/smile@2x.png 2x” width=”20″ height=”20″>

13 years, 10 months ago
#10771

Thanks Darren <img decoding=” data-emoticon=”” srcset=”/wp-content/uploads/invision_emoticons/smile@2x.png 2x” width=”20″ height=”20″>

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