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How to retrieve conversation script parameter


7 réponses à ce sujet

#1
weriKK

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Helo.

Does anyone know how can you actually retrieve the parameters you can give to the action scripts of dialogs?

The wiki says GetConversationEntryParameter() is the way to go but this does not seem to exsist? Is this hidden in some secret include script?

Trying to retrieve the event parameter or the localstring of RUNSCRIPT_VAR returns -1 and pc_immortal respectively.

#2
weriKK

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Noone had this issue yet? :/

#3
Phaenan

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Out of curiosity (or necessity) (or both, actually) has anyone found a workaround ? It'd be quite nice to be able to get those parameters, and a lot cleaner... :o

#4
weriKK

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Apparently that functionality is not implemented in the toolset

#5
kosmonymous

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*bump*



Been researching the same.. it is in wiki but not in dascript.chm or toolset. Not sure if it only option is to call scripts without parameters and they must then decide to return TRUE or FALSE without knowledge what is asked :/

#6
BryanDerksen

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Turns out that we didn't manage to make it in under the wire when we implemented this function; the version of the game engine that went to stores doesn't include it. Very unfortunate. We never used this function internally (obviously, or the game would be broken right now :) which was why it managed to avoid our QA process and why we were so late in adding it to the code.



We're going to have to include a fix for this in a game patch, not just a toolset patch.

#7
Proleric

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Thanks for that insight, Bryan.

People might like to know that the Plot mechanism in DA is generally a more powerful way of handling conversation logic and outcomes. It's conceptually different from older games, but well worth studying. At first, I imagined I'd be using a lot of script variables and object variables, but now I can see I'll be using a lot of plot flags instead.

Having said that, it would be cool if script variables were fixed eventually.

Modifié par Proleric1, 19 novembre 2009 - 06:47 .


#8
BryanDerksen

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It will be, but unfortunately it'll have to be for the 103 patch - the 102 patch is locked down already for testing before release.



We'll be fixing a lot of other toolset issues when the 102 patch comes out so hopefully that'll tide everyone over until then.