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Malthis Question Thread


Guest -Malthis-

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Basically Weidu tells me that it can not find a translation for @1.

Can you post the exact error that weidu gives you when it can't find the translation? Maybe you misspelled the path to the .tra file in your tp2?

 

 

I'm not terribly advanced in using CHAIN, but these don't look right:

 

Global(“Al8PCTalkâ€Â,â€ÂGLOBALâ€Â,2)~

 

DO ~(“Al8PCTalkâ€Â,â€ÂGLOBALâ€Â,3)~

 

I think WEIDU and IE are pretty sensitive about the “ character. I think you should use " instead of “. I'm not sure if it matters, though.

 

In addition action should probably be DO ~SetGlobal("Al8PCTalk","GLOBAL",3)~ and not

DO ~(“Al8PCTalkâ€Â,â€ÂGLOBALâ€Â,3)~

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CHAIN IF
~InParty("A#Al8")
InParty(Player1)
See(Player1)
!ActuallyInCombat()
!StateCheck(Player1,STATE_HELPLESS)
!StateCheck(Player1,STATE_STUNNED)
!StateCheck(Player1,STATE_SLEEPING)
!StateCheck(Player1,STATE_SILENCED)
Global(“Al8PCTalk”,”GLOBAL”,2)~ THEN A#Al8B A#Al8PC1
~.~
DO ~SetGlobal(“Al8PCTalk”,”GLOBAL”,3)~
END
+~~+ ~.~ EXTERN  A#Al8B Al8PC1.1
+~~+ ~.~ EXTERN  A#Al8B Al8PC1.2

CHAIN A#Al8B Al8PC1.1
~.~
EXIT

CHAIN A#Al8B Al8PC1.2
~.~
EXIT

I think that one shloud compile (I haven't checked, though). Also, you can take a look at BG2fixpack's CD_STATE_NOTVALID, which supersedes the statechecks you are using.

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Guest Malthis

Hello again,

 

Thank you two, now I am a good step further.

I tried both codes and both compiles correctly.

And after the timer expires, A#Al8 tries to begin a conversation with the PC.

So far so good, but unfortunately it stucks at this point, which means no dialog window appears.

At the moment this problem is more important to me than the one with the missing map notes, I will come back to this when the actual problem is solved.

 

Has anyone an idea, why it turns out like this?

Maybe A#Al8B.d is not associated to A#Al8.cre?

 

APPEND ~pdialog.2da~

~A#AL8 A#Al8J~

UNLESS ~A#AL8~




APPEND ~interdia.2da~

~A#AL8 A#Al8B~

UNLESS ~A#AL8~

 

Here is not a mistake, isn´t it?

 

Thanks, M.

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Guest Malthis

Well, that´s the source I use most, so yes, of course.

Why do you ask?

 

Thanks, M.

just in case. There are more APPENDs, I would start with it.

 

 

Yes, that´s right.

But for me, it would be far more easier and also better to write the dialogs with Alanya first and then the interactions with the surrounding.

That´s because I haven´t everything for her personality in my mind and there are problems to solve to make a special CN character enjoyable and realistic.

Her personality should be the basement from which she acts, thus I have to build it first.

 

But now I am quite desperate, because even the simplest things doesn´t work.

 

What I have in my A#Al8J.d:

 

BEGIN A#Al8J



IF ~IsGabber(Player1)~ THEN BEGIN A#Al8J.1

 

What follows is a simple dialog-structure, but even this doesn´t work.

All she tells me is: "Why do you waste my time with your stupid babbling?"

 

 

 

I also re-structured the part of the dialogs she beginns:

 

The Override Script:

 

IF

Global("A#Al8.1","LOCALS",1) // Set in the joining-dialog
Global("A#Al8PCTalk1.1","GLOBAL",0)

THEN

RESPONSE #100
RealSetGlobalTimer("A#Al8Timer","GLOBAL",10)
SetGlobal("A#Al8PCTalk1.1","GLOBAL",1)

END



IF
RealGlobalTimerExpired("A#Al8Timer","GLOBAL")
InParty("Myself")
InParty(Player1)
See(Player1)
!ActuallyInCombat()
!AreaType(DUNGEON)
!StateCheck(Player1,STATE_HELPLESS)
!StateCheck(Player1,STATE_STUNNED)
!StateCheck(Player1,STATE_SLEEPING)
!StateCheck(Player1,STATE_SILENCED)
!StateCheck(Myself,STATE_HELPLESS)
!StateCheck(Myself,STATE_STUNNED)
!StateCheck(Myself,STATE_SLEEPING)
!StateCheck(Myself,STATE_SILENCED)

THEN

RESPONSE #100
Interact(Player1)

END

 

 

 

A#Al8B.d:

 

BEGIN A#Al8B


IF ~RealGlobalTimerExpired("A#Al8Timer","GLOBAL")~ THEN BEGIN A#Al8.1

SAY ~Test~

IF ~~ THEN EXIT

END

 

And still nothing. I tried it without the "!"´s, with a "Global" to trigger the dialog and with the code I posted some time ago.

 

 

 

If anyone is able to tell me where my mistake is, I would be really, really grateful.

Thanks, M.

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But for me, it would be far more easier and also better to write the dialogs with Alanya first and then the interactions with the surrounding.

I'm not saying you should write them simultaneously. It may be that game does not recognize your NPC because you're appending a nonstandard string to .2da (or maybe it's something else, but this is the most obvious, that's why I would start with it). Just add all file names as it should be and see if it helps.

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Guest Malthis

But for me, it would be far more easier and also better to write the dialogs with Alanya first and then the interactions with the surrounding.

I'm not saying you should write them simultaneously. It may be that game does not recognize your NPC because you're appending a nonstandard string to .2da (or maybe it's something else, but this is the most obvious, that's why I would start with it). Just add all file names as it should be and see if it helps.

 

 

I tried, but of course it doesn´t work.

It really starts to frustrate me.

 

My last idea is that A#Al8 may be the reason for all my trouble, but I´m tired to rename everything just to find out that it helps nothing at all.

 

My last hope is the community, otherwise I am at a dead end.

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Guest Maxlthis
I think 'InParty("Myself")' should read 'InParty(Myself)'. (no quotes)

 

But I'm not sure if this is really your problem here. What exactly doesn't work?

 

 

Hello, it´s Matlhis again.

In the meantime I spend most of my energy on writing the dialogs.

But it is different to read them and to read them in the game.

 

Unfortunately nobody expect Taimon joined the thread.

And your question is simple to answer: Nothing.

Neither I can talk to the NPC nor the NPC does talk to me.

I think I have already posted everything that should be relevant for my concern.

And thanks to your idea, but the "´s don´t changed anything.

 

I am confident that someone is able to help me, it will be just a matter of time I think.

 

By the way, I am looking forward the unveil the first information, if somebody is interested.

 

Thanks, M.

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Guest Malthis
I think 'InParty("Myself")' should read 'InParty(Myself)'. (no quotes)

 

But I'm not sure if this is really your problem here. What exactly doesn't work?

 

 

Hello, it´s Matlhis again.

In the meantime I spend most of my energy on writing the dialogs.

But it is different to read them and to read them in the game.

 

Unfortunately nobody expect Taimon joined the thread.

And your question is simple to answer: Nothing.

Neither I can talk to the NPC nor the NPC does talk to me.

I think I have already posted everything that should be relevant for my concern.

And thanks to your idea, but the "´s don´t changed anything.

 

I am confident that someone is able to help me, it will be just a matter of time I think.

 

By the way, I am looking forward the unveil the first information, if somebody is interested.

 

Thanks, M.

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Guest Malthis

There is the Override-Script, which looks actually like this:

 

IF
Detect([PC])
Range(LastSeenBy(Myself),2)
NumTimesTalkedTo(0)
Allegiance(Myself,NEUTRAL)
THEN
RESPONSE #100
	StartDialogueNoSet([PC])
END

IF
Global("A#Al8.1","LOCALS",1)
Global("A#Al8PCTalk1.1","GLOBAL",0)
THEN
RESPONSE #100
	RealSetGlobalTimer("A#Al8Timer","GLOBAL",10)
	SetGlobal("A#Al8PCTalk1.1","GLOBAL",1)
END

IF
RealGlobalTimerExpired("A#Al8Timer","GLOBAL")
InParty(Myself)
InParty(Player1)
See(Player1)
!ActuallyInCombat()
!AreaType(DUNGEON)
!StateCheck(Player1,STATE_HELPLESS)
!StateCheck(Player1,STATE_STUNNED)
!StateCheck(Player1,STATE_SLEEPING)
!StateCheck(Player1,STATE_SILENCED)
!StateCheck(Myself,STATE_HELPLESS)
!StateCheck(Myself,STATE_STUNNED)
!StateCheck(Myself,STATE_SLEEPING)
!StateCheck(Myself,STATE_SILENCED)
THEN
RESPONSE #100
	Interact(Player1)
END

 

And the Dialog which I, of course, don´t reveal, but it´s the joining-dialog which contains SetGlobal("A#Al8.1","LOCALS",1).

 

Is this what you needed?

 

Thanks, M.

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