How would a dialog engine work?

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How would a dialog engine work?

Post by swbf_lase »

How could I make a dialog engine like the one in "Operation: FM"?

I have a super secert map planned if I can figure out how :)
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RE: How would a dialog engine work?

Post by Qdin »

you want to make an engine? :?

That's sometihng SWBF2 can't :lol: You know that; We don't have all the source files.

and what's "operation FM"?

If you want sometihng to be said, what about using strings - maybe? or jsut to play some sounds at some points in your map? Should be done through the .lua
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Re: RE: How would a dialog engine work?

Post by Darth_Z13 »

Qdin wrote: and what's "operation FM"?
Just the bestest (and only :P) RPG ever for Star Wars Battlefront II. Get it here. Now.

And I have no idea how to do it. :roll:
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RE: Re: RE: How would a dialog engine work?

Post by swbf_lase »

Lua time....
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RE: Re: RE: How would a dialog engine work?

Post by t551 »

Qdin, an engine doesn't just refer to the game executable and dll's itself, althought that is its most common use. Subprocesses within the engine are also engines, specifically if they are their own module, such as Archer01's lua scripted dialogue engine.
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RE: Re: RE: How would a dialog engine work?

Post by Qdin »

I don't know about that 'lua scripted dialogue engine' :roll:

I haven't played SWBF2 for a long time now. Is that the mod mentioned earlier?

You can't just script something together and call it an engine :wink: is it something like Archer01 has made regions around units he has placed, and made the .lua make a string appear (like the Mission thing - when you press M) on the screen?
I wouldn't call that an engine, just scripts :? (but that would work too, Lase :lol: )
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RE: Re: RE: How would a dialog engine work?

Post by t551 »

It's an engine because it's a self-contained system that does something. The fact that it is within another engine does not mean that it itself is not an engine.

Archer01 made a talk weapon that would trigger a pause screen with text on it when you fired it at a character, with the text changing randomly or being updated based on mission objectives.
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RE: Re: RE: How would a dialog engine work?

Post by Qdin »

okayokay - you've convinced me enough :)

Maybe I should reinstall SWBF2 and try that map? :roll:
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RE: Re: RE: How would a dialog engine work?

Post by t551 »

You probably should, it really is different from regular battlefront gameplay.

@Lase - I suggest that you ask Archer01 how he made his system. He might not be willing to give you his code, but to make a map like this, you're going to need to learn at least rudimentary lua scripting.
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RE: Re: RE: How would a dialog engine work?

Post by Qdin »

wait - 'rudimentary'?

What does that mean..? :?

but since it's a lua, I think Lase should be able to pretty fast copy and assemble something similar to get the same result :D or maybe get something more close to what he wants? he's a annoyingly smart kiddo O.o
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RE: Re: RE: How would a dialog engine work?

Post by DeathRow »

@t551t551 - I have asked Archer before.

I have always wanted to know how to get the RPGish map. I have the best idea for a map.
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RE: Re: RE: How would a dialog engine work?

Post by t551 »

Rudimentary means basic or rough.

What I was meaning was that Archer01 may not be willing to just hand out his source code, since he did spend a while developing it. However, if he is willing to tell lase how it was done, lase shoud be able to create his own.
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RE: Re: RE: How would a dialog engine work?

Post by swbf_lase »

Ya, Im pretty good when it comes to programming, it'll take a few minutes to pick up LUA Scripting...
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RE: Re: RE: How would a dialog engine work?

Post by Qdin »

you havne't YET? O.o

*smacks you*

I'm not done for that last line! *kicks you in the nuts*

There :P

Just think of what you want, and do as I learn and develop stuffs; Understanding is the key. Through understanding you'll be able to plan ahead and predict bugs and problems even before they occur - and fix them before they happen :D
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