Dialogue GUI/System
Re: Dialogue GUI/System
No. It shows up just by talking to this NPC.
Re: Dialogue GUI/System
From Zini on github:
BTW, what does "Sl" mean?
Doesn't work. But if there are two choice, "SlSl" will work (but not "SlSlSl")... note that there is a maximum of 5 choices. I will continue to work with only "SlSl" to implement the features, but it probably won't work with more than 2 choices.The argument list in registerInstruction is wrong. Actually the syntax for the choice function isn't fully supported. As a possible workaround i suggest using "/SlSlSlSlSlSlSlSlSlSlSlSlSlSlSlSlSlSlSlSlSlSlSlSlSlSlSlSlSlSlSlSlSlSlSlSlSlSlSlSlSlSlSlSlSlSl".
BTW, what does "Sl" mean?
Re: Dialogue GUI/System
Define "does't work. It should. Note that the / in the beginning is important.Doesn't work.
Argument types: a string and an integer (MW-long).BTW, what does "Sl" mean?
Re: Dialogue GUI/System
No compilation error, but the function isn't called.Define "does't work
It's here.Note that the / in the beginning is important.
Thx!Argument types: a string and an integer (MW-long).
Re: Dialogue GUI/System
Okay, it's nearly done. What's left is the scripting argument problem.
Also, this task won't be finished until 1.0 as there are more than 71 filters waiting to be filled which require stuff openmw don't support yet.
Also, this task won't be finished until 1.0 as there are more than 71 filters waiting to be filled which require stuff openmw don't support yet.
Re: Dialogue GUI/System
Can you elaborate more? Is see some faction related stuff missing and the functions (btw. without these the choices system won't work properly).Also, this task won't be finished until 1.0 as there are more than 71 filters waiting to be filled which require stuff openmw don't support yet.
Re: Dialogue GUI/System
alarm,alarmed,attacked, detected,rank, reputation, PC vampire, PC willpower,...
But indeed, the dialogue system won't work properly until they are filled. For example, ATM half of the time you are head of the faction, half of the time, you are expelled...
I was thinking that I could implement faction in my next task.
But indeed, the dialogue system won't work properly until they are filled. For example, ATM half of the time you are head of the faction, half of the time, you are expelled...
I was thinking that I could implement faction in my next task.
Re: Dialogue GUI/System
Some of these could be implemented.mMostRecentSectorTemplate
The only documentation about the INFO record I have is the one from the UESP and that is lacking in the function area. Do you have anything better?
Edit: Can we use reasonable default values for functions for now? In its current state the dialogue system is barely usable. Since it will be one of the main features of this release, that would not look good.
Re: Dialogue GUI/System
What is that?mMostRecentSectorTemplate
No. To know which number was associated to the choice function i had to check in TES and then print it in openmw....The only documentation about the INFO record I have is the one from the UESP and that is lacking in the function area. Do you have anything better?
Well maybe yes. It's already more or less the case. But having a default value for every filter (or even every important filter) will take time.Edit: Can we use reasonable default values for functions for now? In its current state the dialogue system is barely usable. Since it will be one of the main features of this release, that would not look good.
Anyway, that does not solve the choice script function problem. About that, there is a maximum of 5 choices (ie 10 arguments: 5 string and 5 int).
BTW, the arg0 value seems to be wrong.
Re: Dialogue GUI/System
Lol! Was trying to quote from your previous post and instead inserted a piece of code from the software I am working on right now (not OpenMW related).What is that?
I am still not sure I understand what exactly the problem is. Can you give me an example location/NPC/topic, so I can test I myself?Anyway, that does not solve the choice script function problem. About that, there is a maximum of 5 choices (ie 10 arguments: 5 string and 5 int).
BTW, the arg0 value seems to be wrong.
Really? I mean you already have the list, right? So you would only have to add a single switch construct that produces a value for each function that at least makes roughly sense.Well maybe yes. It's already more or less the case. But having a default value for every filter (or even every important filter) will take time.