jastey Posted August 28, 2004 Share Posted August 28, 2004 Hi, following code: ... IF ~~ THEN order_05 SAY ~Bla, my lady.~ IF ~~ THEN DO ~SetGlobal("X#AjantisRomanceOrderEnd","GLOBAL",1)~ + order_17 END ... IF ~~ THEN order_17 SAY ~More Blabla.~ IF ~!Global("X#AjantisRomanceOrderEnd","GLOBAL",1)~ THEN + order_20 IF ~Global("X#AjantisRomanceOrderEnd","GLOBAL",1)~ THEN EXIT END should end the dialogue after order_17 if coming from order_05, but it doesn't. I guess the answer is easy, something like "the game checks the variables only every second, so this triggering follows too quick"? And does somebody have a solution to solve this problem, other than "write two different dialogue paths"? ... Thanks in advance! Link to comment
CamDawg Posted August 28, 2004 Share Posted August 28, 2004 Actions from dialogues get added to the creature's action list and do not get executed until the dialogue is over. The simplest solution is to split the order_17 block into two to account for this: IF ~~ THEN order_05 SAY ~Bla, my lady.~ IF ~~ THEN DO ~SetGlobal("X#AjantisRomanceOrderEnd","GLOBAL",1)~ + order_17a END // send blocks with X#AjantisRomanceOrderEnd = 1 here IF ~~ THEN order_17a SAY ~More Blabla.~ IF ~~ THEN EXIT END // send blocks without X#AjantisRomanceOrderEnd = 1 here IF ~~ THEN order_17b SAY ~More Blabla.~ IF ~~ + order_20 END Link to comment
SimDing0 Posted August 28, 2004 Share Posted August 28, 2004 Actually, it depends. If you go directly from the state setting the variable to the one checking it, it won't work properly. However, if there's an intermediate state between the two, the variable will be updated as you'd expect. At least, that's my experience of it. Link to comment
jastey Posted August 29, 2004 Author Share Posted August 29, 2004 Thanks for your answers. I wrote a silly little test dialogue to test the variables triggering and had the same experience as you, SimDing0. So it needs one intermediate state before a set variable (local or global) can be used in the same dialogue. Link to comment
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