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Does ga_start_convo not work through NWN1 style dialogue?


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#1
andysks

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All I wanted to do is have a conversation that starts as NWN1 style, then jumps to another convo that is SoZ style. Is there another way to do it? Because ga_start_convo seems to not work in this occasion...



#2
Tchos

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I've had experience using that script to jump from SoZ style to cinematic style (the resting dialogues), and I may have done the thing you describe in an experiment, but I can't remember.  I don't see any reason why it wouldn't work.



#3
andysks

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Do you think it might have worked because the script params ask for cutscene bars etc, which is cinematic, but the other way around gets stuck because it cannot use these anyway?

 

Also, would it matter on which node this is put, and if something is said or it's just an END DIALOGUE node?

Just throwing out ideas here :)



#4
andysks

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Solved. Script works fine, in all directions. It was just a really big conversation name.



#5
Tchos

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Okay, good.  I was just about to report that I tried switching the two conversations I have set up to match what you were trying to do, and it worked, but you've got it working, so never mind.



#6
4760

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How long is "big conversation name"? I know there's a limit of 32 characters (not including the extension .gr2) for animations, is it the same here?

By the way I'm interested in the same kind of jumps, except I'd like the NWN1 conversation start a cutscene (NWN2 style convo then) depending on the progress: I didn't try, but I take it that ga_start_convo is probably enough?



#7
Tchos

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Yes, that's sufficient.



#8
andysks

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I don't remember exactly how many character was the one that didn't work. It was something like that. do_captain_partychat_persuade.

Up or down 29. If I counted correct :D. So I guess a bit less than a variable. A long tag has also given me problems one time. Maybe best to keep them short in any case.