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Old November 10th, 2006, 06:40 AM   #1
gillest
 
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Question on Dialogue as per Grimjim Scenario

There seem to be two different possibility of handling-creating a dialouge.

I am currently using "timer"option: second sentence to start 3, 6... seconds after first sentence.

On Jyudas Scenario, at the opening , the speech bulb had an option for the player to control the sentence sequence: arrow allowing to go to next sentence..

I haven't found how to script that yet, any hint?
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Originally Posted by dakhound
holy crap I went to bed as jackoba and woke up sounding like jyudas :P
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Old November 10th, 2006, 07:04 AM   #2
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Re: Question on Dialogue as per Grimjim Scenario

Hi gillest,

It's already mentioned several times in this forum. Its {break}

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Old November 10th, 2006, 07:21 AM   #3
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Re: Question on Dialogue as per Grimjim Scenario

Been looking everywhere, can't find where its mentioned
U just add {break} at the end of each dialogue section?
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Quote:
Originally Posted by dakhound
holy crap I went to bed as jackoba and woke up sounding like jyudas :P
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Old November 10th, 2006, 07:40 AM   #4
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Re: Question on Dialogue as per Grimjim Scenario

Quote:
Originally Posted by gillest
Been looking everywhere, can't find where its mentioned
U just add {break} at the end of each dialogue section?

Hello.{break}That was an opening sentence.{break}That wasn't.{break}You can split them up into clickable sections like this.{break}Off you go!
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Old November 10th, 2006, 08:02 AM   #5
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Re: Question on Dialogue as per Grimjim Scenario

hehe ok,
silly me was putting it at the end of the sentence, not at the beginning .
Will give it a try later, cos it seems you put everything in same dialogue: i was creating more than one line per dialogue edition..
Thanks
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"we want to rule the world, to free our kind" (Shinken, Poete-healer)
Do not forget the old man words!

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Quote:
Originally Posted by dakhound
holy crap I went to bed as jackoba and woke up sounding like jyudas :P
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Old November 10th, 2006, 02:04 PM   #6
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Re: Question on Dialogue as per Grimjim Scenario

Quote:
Originally Posted by grimjim
Hello.{break}That was an opening sentence.{break}That wasn't.{break}You can split them up into clickable sections like this.{break}Off you go!

If you are going to add a {break} command you should remember to add spaces after the break. The reason for this is that in the chat window it will appear as one block of text, so "Hello.{break}That" will appear as "Hello.That".

So in the example above:

Hello.{break} That was an opening sentence.{break} That wasn't.{break} You can split them up into clickable sections like this.{break} Off you go!
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Old April 23rd, 2007, 03:11 AM   #7
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Re: Question on Dialogue as per Grimjim Scenario

For some reason im not able to put the { } signs in when i edit my text, any ideas?
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Old April 23rd, 2007, 04:36 PM   #8
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Re: Question on Dialogue as per Grimjim Scenario

Quote:
Originally Posted by tr808
For some reason im not able to put the { } signs in when i edit my text, any ideas?
If you are used to press the AltGr key to reach the { and } try it by pressing the right AltGr and right Ctrl key to reach the specific characters.
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Old April 23rd, 2007, 04:46 PM   #9
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Re: Question on Dialogue as per Grimjim Scenario

Also, it seems that they blocked typing those characters in the property window, so you can't use colors in mission broadcast and plotitem description or breaks in mission dialogs anymore. It still does work just fine in the dialog component.

Power to the Players, right...
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