TDL_Guvie Posted March 25, 2004 Share Posted March 25, 2004 Whenever you apply the dead function to the dialouge so that after an NPC dies the other NPC respond acordingly, Who do you make it so they only ake that response once. ..... I'm pretty sure te above makes sense, I think. Link to comment Share on other sites More sharing options...
Marxist ßastard Posted March 26, 2004 Share Posted March 26, 2004 Declare a local variable in the NPC's attatched script, make (that variable) == 0 a condition for the dialog response you want runonced, and add in a line incrementing your variable by one to that sae dialog response's results box. Link to comment Share on other sites More sharing options...
TDL_Guvie Posted March 26, 2004 Author Share Posted March 26, 2004 How do I go about Declaring a Local Variable? Link to comment Share on other sites More sharing options...
Marxist ßastard Posted March 26, 2004 Share Posted March 26, 2004 short mbrules ; Because I can, damnit! Link to comment Share on other sites More sharing options...
m_gobes Posted March 26, 2004 Share Posted March 26, 2004 this whole topic doesn't make sense but more power to you. Link to comment Share on other sites More sharing options...
Marxist ßastard Posted March 26, 2004 Share Posted March 26, 2004 Look... I'm not supposed to tell you this, but there's a secret forum that pays people like you for spamming. Open notepad.exe, and, when you're done spamming, instead of pressing Enter to start a new line, hold down F12 for five seconds and press Alt-Enter. You'll get a check in the mail -- there's no need to enter any personal information because it's all transmitted through secure TCPA HTTP2 microchannel architecture. Link to comment Share on other sites More sharing options...
Shadow of the Fallen Posted April 5, 2004 Share Posted April 5, 2004 Correct me if I'm wrong, but if you honestly don't know how to declare a variable, its done in three parts: <var type> <var name> <var value> for example: int mbrules = 1 (* note that the operator "=" is added to define the input of the value *)(* also note that mb does rule, treat him as such *) now, this is just a wild guess, as I have only recently bought the game (seeing that I now have a computer that will run it) and have not looked at how the code is set up yet... but it would also occur to me that you could define an additional section of the variable, turning it into a matrix instead. Like so: boleen SotFruleztoo[0] = true ;is that how you spell "boleen"? I can never remember... if im right up to this point congrats to me... this is one of the simplist forms of programming ever created (other then HTML, which itself is too simple for its own good) hmm.... but then I would question how "Set variable to value" works... is that simply another way of creating a variable? or is it that it does nothing to "create" variables and only "modifies" them? Or, worse, is it only used in the consol (I doubt it) to modify a variable in game?... sigh... Link to comment Share on other sites More sharing options...
Marxist ßastard Posted April 5, 2004 Share Posted April 5, 2004 In Morrowind scripting, there are only three types of variables -- short, long, and float. They are declared exactly how I posted -- <vartype> <varname> -- at the beginning of a script. All variables, with the exception of globals, which are given an initial value in the ESP / ESM, have an initial value of 0. For a variable to be set to a different value, it must first be declared, to the exception of "special" locals like OnActivate and global variables. You can set a variable from either the console or within a script, though I doubt it is possible to set local variables via the console. For those interested, read Ghan-Buri-Ghan's 6th. ...And it's boolean... And pure boolean variables don't exist in Morrowind; their purpose is served by short variables. Link to comment Share on other sites More sharing options...
Shadow of the Fallen Posted April 5, 2004 Share Posted April 5, 2004 eww... no boolean? (sp is right now!!) well no that you explain it, I think I'm beginning to see how Morrowind is set up, I suppose the best thing to do would be to actually look up the scripting language in the help files (might help.. maybe) Seems odd to me to have to declare the variable with one command and set it with another, inefficient... slows down the code and makes more work for the comp. But if it is only in a localized area, like a dialouge or weapon effect, then it really wont matter. I suppose then that thats how the system is build to work, a small set of scripts used to controll sections of the whole. Still, the less work you have to do to go about messing with those variables, and the less the comp has to go through, the less time it takes to execute a program.. And it CAN make all the difference. Anyway, thanks for the correction. Link to comment Share on other sites More sharing options...
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