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Trouble with a CHAIN


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#1 Blitz

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Posted 25 November 2004 - 10:44 AM

I made this chain, and added it to my r#kaen.d file. It should run when the global is set to 9, and when Kaen sees Tiva. It installs without any errors, but doesn't start when it should.. Oh, and I bet you can't even guess where the dialogue is going (don't ask :))

Yeah, so anyway, why doesn't it start as soon as Kaen sees Tiva? I'm postive I set the globals correctly.

CHAIN
IF ~Global("R#Plot","GLOBAL",9)
See("r#tiva")~
THEN r#kaen TivaKaenConverse
~T-tiva? Is that you?~
DO ~SetGlobal("R#Plot","GLOBAL",10)~
== r#tiva
~Yes, yes. Of course it's me, Kaen. Now, we sorta need any information you have recovered on the Experiment.~
==r#kaen
~W-well...first tell me what YOU found out.~
== r#tiva
~Uh...okaaaaay. We kinda eliminated the Night Knives who were searching for the Experiment, and then we sorta figured out the Experiment was a tabby.~
== r#kaen
~A t-tabby? Uh, well, you see....I saw some people drag a tabby down into the sewers not long ago...~
== r#tiva
~You know, i'm willing to bet that be our tabby, aye, <CHARNAME>?~
== r#kaen
~Probably. People don't drag tabbies into sewers for kicks (normal people, at least).~
== r#tiva
~Well, what are we waiting for? <CHARNAME>, we'll meet you in the sewers.~

== r#kaen
~SEWERS?! I don't want to go in the sewers! It's dirty! And infested with...with...WEASELS! Yeah! Weasels!~
== r#tiva
~(sigh) Come on, Kaen. Follow me, <CHARNAME>.~
EXIT


I created a new topic 'cause I didn't think peeps were noticing my post in the old one. So anyway, what in the name of <insert holy whatever> is wrong with this?!

#2 Diana

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Posted 25 November 2004 - 11:33 AM

I made this chain, and added it to my r#kaen.d file.

I'm not an expert, but since this is being called from your r#kaen.d file (which I am assume is not a banter file) I think you might have to add some triggers to your NPC's baf/bcs in order to get this dialogue to activate.

#3 Blitz

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Posted 25 November 2004 - 11:41 AM

And...how might I do that? :blink:

#4 SConrad

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Posted 25 November 2004 - 11:48 AM

IF
  See(r#tiva)
THEN
  RESPONSE #100
   StartDialogueNoSet(r#tiva)
END

And then you add this to the override-script for r#kaen.

Of course, you can add other triggers and actions to the script if you wish.

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#5 Blitz

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Posted 25 November 2004 - 12:03 PM

[quote name='SConrad' date='Nov 25 2004, 11:38 AM']
IF
  See(r#tiva)
THEN
  RESPONSE #100
   StartDialogueNoSet(r#tiva)
END

And then you add this to the override-script for r#kaen.
------------------------------------------------------------------
I copied this, made an override script. Installed it with the .tp2, yada yada. But the script wasn't in-game (not found with DLTCEP).

Do I have to append any 2da files, and how?

Edited by Blitz, 25 November 2004 - 12:04 PM.


#6 Blitz

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Posted 25 November 2004 - 12:49 PM

Never mind. I fixed that problem.

Just one minor thing:

The script...doesn't work. I got it to compile and all, but Kaen still stands there like an idiot (with Tiva right in front of him).

Arrrgghhh!

#7 CamDawg

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Posted 25 November 2004 - 01:07 PM

Tsk, tsk, SC forgot to enclose the Death Variables within quotes. :) Sub "r#tiva" for r#tiva and try it again.

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#8 Blitz

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Posted 25 November 2004 - 01:48 PM

Uhhhh...I wasn't even using death variables. :(

Yes. Pity the n00b. But it works now (I think).

This kind of thing is a great blow to the ol' self-esteem. I swap C++ for IE, and in effect, swap absolute mastery for absolute n00bness.

Hopefully I won't need to keep asking dumb questions all the time.

But you'd think there would be more Weidu tutorials out there. :huh:

#9 SConrad

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Posted 25 November 2004 - 01:52 PM

Tsk, tsk, SC forgot to enclose the Death Variables within quotes. :) Sub "r#tiva" for r#tiva and try it again.

Ehh... ehh... :blush:

Truth to be told... I copy-pasted a script with player1 and only changed the name. :ph34r:

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#10 Blitz

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Posted 25 November 2004 - 01:56 PM

AUUGH!

CHAIN doesn't start, but Kaen goes to talk to Tiva now. Why?! Why?!

*Re-examines Kaen's dialog file

#11 Meira

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Posted 25 November 2004 - 02:03 PM

Is your GLOBAL really set to 9?
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#12 Blitz

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Posted 25 November 2004 - 02:07 PM

Is your GLOBAL really set to 9?

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I removed the condition requiring it to be 9, but yes, it was.

This is perplexing. Are CHAINs not meant to be used from within a character's dialog file?

#13 SConrad

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Posted 25 November 2004 - 02:09 PM

You could perhaps try to add some more identfiers in the dlg.

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#14 Blitz

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Posted 25 November 2004 - 02:12 PM

You could perhaps try to add some more identfiers in the dlg.

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I have it in .d format. Or am I not understanding correctly?

I will try to add more, though.

#15 Avenger_teambg

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Posted 27 November 2004 - 11:28 AM

You could perhaps try to add some more identfiers in the dlg.

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I have it in .d format. Or am I not understanding correctly?

I will try to add more, though.

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Why don't you look at the compiled .dlg using DLTCEP or NI.
It would show misplaced parts.
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#16 Blitz

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Posted 27 November 2004 - 06:47 PM

I have it working fine, now (both chains and scripts).

Thanks for all the help, and in a day or so, when I finish beta-testing this thing, i'll have my first mod-quest-thingy done. :)

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