So what happens is you talk and then the dialogue plays but it doesn't and I Can't skip and progress.
AddStage("final");
AddObjective("dialogue");
AmbientAnimationRandomize( 1, 0 ); // ( pc=0, npc=1) (nonrandom=0, random=1)
AmbientAnimationRandomize( 0, 0 );
AddAmbientNpcAnimation( "none" );
AddAmbientPcAnimation( "dialogue_hands_in_air" );
SetDialogueInfo("homer","burns","sleep",0);
CloseObjective();
CloseStage();
CloseMission();
I can Upload The Whole Script For Help.
Stuck on the piece of dialogue stuck!
Posted in The Simpsons: Hit & Run
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Pizza_Dude22 So what happens is you talk and then the dialogue plays but it doesn't and I Can't skip and progress.
AddStage("final");
AddObjective("dialogue");
AmbientAnimationR
Fluffy It means you haven't added your dialogue.
https://forum.donutteam.com/forum/topic/1351-how-to-add-dialogue-a-long-awaited-tutorial
It means you haven't added your dialogue.
forum.donutteam.com/forum/topic/1351-how-to-add-dialogue-a-long-awaited-tutorial
forum.donutteam.com/forum/topic/1351-how-to-add-dialogue-a-long-awaited-tutorial
Pizza_Dude22 Thanks I'll try that.
(Multiple posts merged by moderator.)
https://i.imgur.com/j1d4NfL.png
What you said is right but it still won't work for some reason
I figured out why so
Thanks I'll try that.
(Multiple posts merged by moderator.)
What you said is right but it still won't work for some reason
I figured out why so the original script uses Mr. burns NPC when I change it to carl they don't talk and I cant skip it.
(Original)
//AddStage("final");
// SetStageMessageIndex(11);
// SetHUDIcon( "wstation" );
// AddObjective("goto");
// TurnGotoDialogOff();
// SetDestination("m4_locator_sd","triggersphere");
// SetCollectibleEffect("wrench_collect");
// CloseObjective();
// AddStageTime(30);
// AddCondition("timeout");
// CloseCondition();
// SetCompletionDialog("sleep","burns");
//CloseStage();
AddStage(0);
SetStageMessageIndex(11);
SetHUDIcon( "wstation" );
AddObjective("goto");
AddNPC("burns", "m4_carl_sd");
SetDestination("m4_locator_sd", "triggersphere");
SetCollectibleEffect("wrench_collect");
MustActionTrigger();
CloseObjective();
CloseStage();
AddStage("final");
AddObjective("dialogue");
AmbientAnimationRandomize( 1, 0 ); // ( pc=0, npc=1) (nonrandom=0, random=1)
AmbientAnimationRandomize( 0, 0 );
AddAmbientNpcAnimation( "none" );
AddAmbientPcAnimation( "dialogue_hands_in_air" );
SetDialogueInfo("homer","burns","sleep",0);
CloseObjective();
CloseStage();
CloseMission();
(My Version)
//AddStage("final");
// SetStageMessageIndex(11);
// SetHUDIcon( "wstation" );
// AddObjective("goto");
// TurnGotoDialogOff();
// SetDestination("m4_locator_sd","triggersphere");
// SetCollectibleEffect("wrench_collect");
// CloseObjective();
// AddStageTime(30);
// AddCondition("timeout");
// CloseCondition();
// SetCompletionDialog("sleep","carl ");
//CloseStage();
AddStage(0);
SetStageMessageIndex(11);
SetHUDIcon( "wstation" );
AddObjective("goto");
AddNPC("carl", "m4_carl_sd");
SetDestination("m4_locator_sd", "triggersphere");
SetCollectibleEffect("wrench_collect");
MustActionTrigger();
CloseObjective();
CloseStage();
AddStage("final");
AddObjective("dialogue");
AmbientAnimationRandomize( 1, 0 ); // ( pc=0, npc=1) (nonrandom=0, random=1)
AmbientAnimationRandomize( 0, 0 );
AddAmbientNpcAnimation( "none" );
AddAmbientPcAnimation( "dialogue_hands_in_air" );
SetDialogueInfo("homer","carl","sleep",0);
CloseObjective();
CloseStage();
CloseMission();
(Multiple posts merged by moderator.)
What you said is right but it still won't work for some reason
The quoted post is unavailable.
I figured out why so the original script uses Mr. burns NPC when I change it to carl they don't talk and I cant skip it.
(Original)
//AddStage("final");
// SetStageMessageIndex(11);
// SetHUDIcon( "wstation" );
// AddObjective("goto");
// TurnGotoDialogOff();
// SetDestination("m4_locator_sd","triggersphere");
// SetCollectibleEffect("wrench_collect");
// CloseObjective();
// AddStageTime(30);
// AddCondition("timeout");
// CloseCondition();
// SetCompletionDialog("sleep","burns");
//CloseStage();
AddStage(0);
SetStageMessageIndex(11);
SetHUDIcon( "wstation" );
AddObjective("goto");
AddNPC("burns", "m4_carl_sd");
SetDestination("m4_locator_sd", "triggersphere");
SetCollectibleEffect("wrench_collect");
MustActionTrigger();
CloseObjective();
CloseStage();
AddStage("final");
AddObjective("dialogue");
AmbientAnimationRandomize( 1, 0 ); // ( pc=0, npc=1) (nonrandom=0, random=1)
AmbientAnimationRandomize( 0, 0 );
AddAmbientNpcAnimation( "none" );
AddAmbientPcAnimation( "dialogue_hands_in_air" );
SetDialogueInfo("homer","burns","sleep",0);
CloseObjective();
CloseStage();
CloseMission();
(My Version)
//AddStage("final");
// SetStageMessageIndex(11);
// SetHUDIcon( "wstation" );
// AddObjective("goto");
// TurnGotoDialogOff();
// SetDestination("m4_locator_sd","triggersphere");
// SetCollectibleEffect("wrench_collect");
// CloseObjective();
// AddStageTime(30);
// AddCondition("timeout");
// CloseCondition();
// SetCompletionDialog("sleep","carl ");
//CloseStage();
AddStage(0);
SetStageMessageIndex(11);
SetHUDIcon( "wstation" );
AddObjective("goto");
AddNPC("carl", "m4_carl_sd");
SetDestination("m4_locator_sd", "triggersphere");
SetCollectibleEffect("wrench_collect");
MustActionTrigger();
CloseObjective();
CloseStage();
AddStage("final");
AddObjective("dialogue");
AmbientAnimationRandomize( 1, 0 ); // ( pc=0, npc=1) (nonrandom=0, random=1)
AmbientAnimationRandomize( 0, 0 );
AddAmbientNpcAnimation( "none" );
AddAmbientPcAnimation( "dialogue_hands_in_air" );
SetDialogueInfo("homer","carl","sleep",0);
CloseObjective();
CloseStage();
CloseMission();
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Kenny Giles Hey there! I went ahead and merged your other posts about this issue into one so it's a bit easier to read visually and to cut down on forum clutter. I also went ahead and deleted that topic you
Hey there! I went ahead and merged your other posts about this issue into one so it's a bit easier to read visually and to cut down on forum clutter. I also went ahead and deleted that topic you recently made, as it seems to be discussing the issue also present in this topic. Please don't create another help topic if this one is currently active.
The 'stuck' issue you're referring to occurs if SetDialogueInfo contains an NPC that isn't involved in the conversation. You can see it occur if you use the 'Kick to Change Character Model' cheat, and try to start a mission, for instance.
Based on the conversation name linked in the original post, you appear to be using the same conversation from L1M4's last stage, but with Carl. However, since the conversation is set up to instead use Burns but can't find him, this issue occurs.
The simplest solution would simply be to revert the NPC that Homer is talking to back into Burns. Alternatively, you would have to modify the conversation further to instead use Carl using the tutorial previously linked above.
Edit: I realize you replied before I submitted my post and worked out the previous issue. My bad! However, if you want to use Carl instead of Burns, you would have to change a few things about the conversation.
This would mean:
However, I think it would instead be better to create an entirely new conversation using the tutorial linked above.
The 'stuck' issue you're referring to occurs if SetDialogueInfo contains an NPC that isn't involved in the conversation. You can see it occur if you use the 'Kick to Change Character Model' cheat, and try to start a mission, for instance.
Based on the conversation name linked in the original post, you appear to be using the same conversation from L1M4's last stage, but with Carl. However, since the conversation is set up to instead use Burns but can't find him, this issue occurs.
Edit: I realize you replied before I submitted my post and worked out the previous issue. My bad! However, if you want to use Carl instead of Burns, you would have to change a few things about the conversation.
This would mean:
- You would have to modify 'dialog.spt' and change the SoundResourceData reference (C_sleep_2_convinit_Bur_L1M4 would now have to be C_sleep_2_convinit_Crl_L1M4).
- You'd also have to create a C_sleep_2_convinit_Crl_L1M4.rsd in CustomFiles/conversations.
However, I think it would instead be better to create an entirely new conversation using the tutorial linked above.
Pizza_Dude22 Thank you
(Multiple posts merged by moderator.)
Thank You So Much My Mod Is Now Ready For Release!
I tried that but I thought it was car but it was crl I should of checked.
Thanks.
Thank you
(Multiple posts merged by moderator.)
Thank You So Much My Mod Is Now Ready For Release!
I tried that but I thought it was car but it was crl I should of checked.
Thanks.
(Multiple posts merged by moderator.)
Thank You So Much My Mod Is Now Ready For Release!
I tried that but I thought it was car but it was crl I should of checked.
Thanks.
This post has been removed.
This post has been removed.