Re: Technical scripting question
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
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