Thanks for the replies.
Quote: What determines which path is chosen? If the HUSBAND is the PC, what are displayed as the actual choices?
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A mistake on my part. The PC should be declared with "player" instead of "character". Then the player is presented with a choice.
Quote: How do you insert variables in the "line"? For example:
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The addition operate concatenates strings. So it would look like this:
line =
visitor_name + " is looking for you.";
Quote: If you are displaying the scripts in real time, delays can be important. How do you handle the pausing points? In what ways does your script support simultaneous actions?
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Thats a good questions. I have thought of that, but have not implemented anything specific. What I'm thinking is having a "delay" that can be set.
As far as simultaneus, the easiest solution would be syntax like this:
Char1: foo{
...
nextline=
NPC1: bar and NPC2: bar;
}
"or" and "and" are both the same as a comma.
Quote: Is there any higher level organization in terms of a conversation? (instead of the characters?)
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I put each conversation in a seperate file (.ssconv). All the characters in a level are declared in (.sslvl) file that gets included in the ssconv files. And it obey scoping rules, so to call some dialogue from another level, you have to go:
nexline = AnotherLevel: Alan: Hello;
Quote: What kind of interactions have you chosen to describe using this script system? Are you aware of any interactions that are unsupport by this system that you have considered and decided to not provide any support?
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Let me get back to you on that. [wink]
Quote: I think that variable naming could become a problem with this system. e.g. "HUSBAND: Yes" in a longer conversation
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It can potentially be a problem. The blocks all exist in the scope of the level though. Besides that, you just have to be careful. I've already written a fair ammount of a script with it and its not too hard.
Quote: One solution could be to have lines marked as responses to other lines to make the flow of dialogue clear and to get rid of the naming problem.
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I'm really sure what you mean. Can you give me an example?
Quote: p.s. I may be wrong here but isn't Scripting Languages and Game Mods the place for this thread? I mean, it may be a dialogue scripting system but it's still scripting.
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I wasn't really sure where to put this, so if any mods want to move it, go right ahead.
Quote: [edit] and how is HUSBAND marked as the PC?
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Mistake. He should be declared with "player" instead of "character".
Quote: I don't see the need to state explicitly the logic associated with a conversation. Unless you're invisioning a system where any script can pull from large library and synthesize it, it seems like a hassle to use.
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I'm not sure I understand. How else do I dynamic dialogue without stating the logic explicitly?
Thanks a lot for the help guys. Rating++ all arround.