September 24th, 2006, 06:25 PM | #11 | |
Join Date: Sep 2006
Posts: 26
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Re: Newbie Dialog Help
Quote:
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. |
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September 24th, 2006, 07:27 PM | #12 |
Join Date: Dec 2004
Posts: 1,331
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Re: Newbie Dialog Help
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. |
September 24th, 2006, 07:53 PM | #13 |
Join Date: Sep 2004
Location: lala land
Posts: 1,887
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Re: Newbie Dialog Help
yes cleared up somewhat
/slaps self for being frustrated and posting, sorry! |
September 25th, 2006, 05:29 PM | #14 |
Join Date: Dec 2004
Posts: 1,331
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Re: Newbie Dialog Help
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. |
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