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Re: Newbie Dialog Help
Posted: Sun Sep 24, 2006 4:25 pm
by rme2001
sidusar wrote:
That's a nice way of working around it! You're right, it does work, but technically speaking that shouldn't work. After all, the first time you target NPC1, Dialog 1 isn't running yet (it doesn't start until you target) so Dialog 2 should start as well.
It does solve rushin's problem, but it's really another thing that doesn't work the way it should.
It should work like that, allthough the term "not running" is badly chosen.
But clearly Nevrax means Inactive. So a replacement of "not running" for "inactive" would clear a lot up.
Once you take that into mind, it works like its suppose to.
About the reset thingy, no i haven't tried that myself, but i'm pretty sure i've activated dialogs in my scenario.
Re: Newbie Dialog Help
Posted: Sun Sep 24, 2006 5:27 pm
by sidusar
Yes, if "running" meant "active", it works like it's suppose too. But it doesn't.
Same test: Set up an NPC, and define an event that the NPC dies if the NPC is targeted with the condition that a Dialog 1 is running.
Dialog 1 is set to active, yet targetting the NPC doesn't kill him. Only if Dialog 1 is running (currently being broadcasted) does targetting the NPC kill him.
Running just means running. As rushin said, there's currently no condition that "Dialog 1 is active". I agree we should have one.
Re: Newbie Dialog Help
Posted: Sun Sep 24, 2006 5:53 pm
by rushin
yes cleared up somewhat
/slaps self for being frustrated and posting, sorry!
Re: Newbie Dialog Help
Posted: Mon Sep 25, 2006 3:29 pm
by sidusar
I'm glad someone found a solution to what you wanted to do.
I do hope they'll fix the "activate Dialog" event for the real release tough. I can use an event to activate an inactive Task no problem, but activating an inactive Dialog doesn't work
And having a condition "if Dialog is active/inactive" is going on my wishlist.