pirateking
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ch.quest.officertype = OFFIC_TYPE_FIRSTMATE;'.
Good catch! Indeed that probably makes it a compilation error, meaning that the game code would fail to load "Story.c" altogether.In "PROGRAM\Storyline\NewPirateAge\characters\init\Story.c" is this line:Remove the '. from the end of that line.Code:ch.quest.officertype = OFFIC_TYPE_FIRSTMATE;'.
Did you already set ch.Dialog.Filename = "Enc_Officer_dialog.c"; in the Story.c file?Oh je it works.
Hm but i have emty Dialog Files.
Are there any Files which i can copy for the Hire Dialog?
Yep, it's there. So probably then a "CurrentNode" must be needed.ch.Dialog.Filename = "Enc_Officer_dialog.c";
Don't. I'm sure he'll see this answer here if he can.Will ask him.
You could copy from "Enc_Officer_dialog.c" and "Enc_Officer_dialog.h", which you'll find in "PROGRAM\DIALOGS" and "PROGRAM\DIALOGS\ENGLISH".Oh je it works.
Hm but i have emty Dialog Files.
Are there any Files which i can copy for the Hire Dialog?
string DLG_TEXT[2] = {
"Hello.",
"Good day.",
}
dialog.text = DLG_TEXT[0];
link.l1 = DLG_TEXT[1];
link.l1.go = "Exit";
case "meeting":
dialog.text = DLG_TEXT[2];
link.l1 = DLG_TEXT[3];
link.l1.go = "meeting2";
break:
If I'm looking at that post then I'm already looking at the thread! I've been a bit busy writing the previous answer, but it seems the discussion has moved on a bit while I was doing so.Yes i will see what he says here in a post.
@Grey Roger place can you look at me @post #168: Information aboute The New Pirate Age - Update! [WIP]
ch.dialog.CurrentNode = "Node_1";
Thanks for looking that up! I thought it would be something like that.As far as I can tell, the starting point in "Enc_Officer_dialog.c" is case "Node_1". So you probably need this in Roronoa's section of "Story.c":Probably put it just after the ch.Dialog.filename line.Code:ch.dialog.CurrentNode = "Node_1";