Why would you do this, Bioware?
...Really?
#1
Posté 10 janvier 2010 - 12:05
Why would you do this, Bioware?
#2
Posté 10 janvier 2010 - 12:12
#3
Posté 10 janvier 2010 - 12:18
#4
Posté 10 janvier 2010 - 01:19
Since we had never used the parameters ourselves, it went unnoticed that we shipped without a way to read conversation parameters. I'm not sure if that's been fixed yet, however.
In the meantime, plot flags work fine and have a number of additional advantages.
#5
Posté 10 janvier 2010 - 02:11
Modifié par Lathaon, 10 janvier 2010 - 02:11 .
#6
Posté 10 janvier 2010 - 08:45
Modifié par FalloutBoy, 10 janvier 2010 - 08:46 .
#7
Posté 11 janvier 2010 - 07:25
Lathaon wrote...
Maybe so, but it just seems like more complicated than it needs to be to fine-tune checks (by specifying a value rather than GEN_XXX_LOW/MED/HIGH, whatever those are true for) and to check more than one thing in a single line.
Plot flags are fine, but less flexible. You can only check for ONE flag. You can't check for "if this AND this OR that".
You can go around that with some creative dialogue writing, but it is less flexible.
#8
Posté 11 janvier 2010 - 04:25
FalloutBoy wrote...
I'm hoping they add flexible parameter passing to their conversation interface for DA2, much like NWN2 had. In the meantime, defined flags are the solution. At least it is better than original NWN where you needed a separate script for everything.
Yeah, that's what I was expecting to be able to do. In NWN2, you could even have more than one script per line, and specify the ands and ors.
Can we check plot flags by script?
#9
Posté 11 janvier 2010 - 04:54
In that way, you may have your conversation line fire off a script instead of a plot, then test for multiple plot values there. It is kind of a workaround, but you can have your AND and OR operators there.
That or defined flags, yeah.
#10
Posté 11 janvier 2010 - 06:16
Lotion Soronnar wrote...
Lathaon wrote...
Maybe so, but it just seems like more complicated than it needs to be to fine-tune checks (by specifying a value rather than GEN_XXX_LOW/MED/HIGH, whatever those are true for) and to check more than one thing in a single line.
Plot flags are fine, but less flexible. You can only check for ONE flag. You can't check for "if this AND this OR that".
You can go around that with some creative dialogue writing, but it is less flexible.
If you need to check multiple things, create a defined flag, then in your plot script for that flag, do all your checks and return TRUE or FALSE as the case may be. This is what defined flags are designed for.
#11
Posté 11 janvier 2010 - 09:30
Lotion Soronnar wrote...
Lathaon wrote...
Maybe so, but it just seems like more complicated than it needs to be to fine-tune checks (by specifying a value rather than GEN_XXX_LOW/MED/HIGH, whatever those are true for) and to check more than one thing in a single line.
Plot flags are fine, but less flexible. You can only check for ONE flag. You can't check for "if this AND this OR that".
You can go around that with some creative dialogue writing, but it is less flexible.
Yes, you can check for a million things if you use a defined flag.





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