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Dialogue stuff

Posted: Thu Aug 13, 2009 5:47 pm
by NinjaRabbits
K, when I set up the dialogue for "you walk up to them and they automatically start talking" suchnuf,
sometimes it doesn't work an dother times it shows the dialogue screenshot elsewhere from where I originally set it...

And is it just me, or did that sentence make no sense at all?

Re: Dialogue stuff

Posted: Thu Aug 13, 2009 6:33 pm
by kehaar
Are you installing dialogues in console, or using dedit?

Re: Dialogue stuff

Posted: Fri Aug 14, 2009 3:09 pm
by NinjaRabbits
console, I got Mac...

Re: Dialogue stuff

Posted: Fri Aug 14, 2009 10:27 pm
by kehaar
That is mighty weird, alright...

Oh! wait, I know! (maybe... this could be totally wrong...)

When you get your guys all set up for the shot, then you open up the console and type:

dialogue 21 yourdialogue (yourdialogue=whatever name you saved the dialogue .txt under)

:!: that middle number might be the key to your headache.

The first number (2) dictates WHAT HAPPENS AFTER THE DIALOGUE (hostile switches to 1 and you fight; or you win the level; or all the npc's jump you at once; or nothing-- it's on the wiki list which 1 thru 5 number does what)

The second number (1, 2, 3, etc. through 8 ) dictates WHICH NPC WILL TRIGGER THE DIALOGUE when you walk up to him/her. It corresponds to the order in which you spawned them-- first guy made on the map is 1, second is 2, 3rd guy is 3, etc.

So if you want to talk to the 5th guy you made, you'd type into the console:

dialogue 25 yourdialogue

walk up to the 5th guy and talk! save, exit all the way out of Lugaru to your desktop, reopen Lugaru and your map, and voila!

If you shoot all the dialogue panels with the 5th guy after you typed in:

dialogue 21 yourdialogue

you'll walk up to the 5th guy and get nothing... but if you walk up to guy number 1, you'll trigger the dialogue, be transported to your first dialogue panel, click through the conversation with guy #5 just like you filmed it, and at the end the camera will swoooooooooooooop back across the map to where your hero is in the middle of getting his ass kicked by guy #1. :lol:

It is pretty funny when you do it; not sure how you'd work it into a campaign story.

Might be just right for that dialogue that goes,

"OMG! LOL!!"
"K BRB!"

(*rabbit-fu ass kicking action ensues*)

feel free to use this awesome-- er-- epic-- dialogue, btw.
no, please, my gift to the community.

Hope that's useful. One thing I had work well was when I wanted to start the level with a dialogue panel, I'd just save it with the hero character parked right next to the guy I was shooting the dialogue with. That way the dialogue would automatically trigger -- you wouldn't have to walk up to someone to talk. That way you can set your dialogue to "win level" (3, iirc.), talk, then jump right to the next level, eg. Rose and Turner outside the Summer Palace in A.T.

Re: Dialogue stuff

Posted: Sun Aug 16, 2009 4:34 pm
by NinjaRabbits
Cool, you have my thanks.

Another thing: I'm having problems with the dialogue boxes either showing the Sound: (N) or a box with : but no dialogue.........