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Re: Map loading trigger replaces original map?

Posted: May 15th, 2011, 9:00 pm
by Rueppells-Fox
I think I'm beginning to understand this. So if I wanted there to be multiple choices for the conversation, I would use this, right?

Code: Select all

"level_trigger_3" = "showgui Mynx"

newgui Mynx [
   guitext "Well, look who's back!" chat
   guibar
   guilist [
      guibutton "Hello Mynx." [
         guitext "Have you been snooping around the ship?" chat
         guibar
         guilist [
            guibutton "No, of course not!" [
               guitext "That's okay I guess. If you
               guitext "have some time to, feel free to wander"
               ]
            guibutton "..." [
               guitext "No need to deny it; I knew you would."
               guitext "So, what do you think of my exhibits?" chat
               guibar
               guilist [
                  guibutton "I think they're great!" [
                     guitext "I'll let you in on a little secret:"
                     guitext "I hid the keys to the portal in them."
                     guitext "You won't tell anyone though, right?"
                     ]
                  guibutton "The wolves got out..." [
                     guitext "The power must have failed on the sheild."
                     guitext "You be careful down there now, won't you?" chat
                        guibar
                        guibutton "Yes, of course."
                        guibutton "They don't scare me."
                     ]
                  guibutton "I just passed through, I didn't see much." [
                     guitext "Oh, well, take a look when you have the chance to"
                     ]
               ]
         ]
      ]
      guibar
      guibutton "I don't have time to talk to you right now." [
         guitext "Oh. Okay then."
   ]
]
Is there anything I've missed?

Re: Map loading trigger replaces original map?

Posted: May 16th, 2011, 8:47 am
by arcones
If you've tried and it works thats your answer ;)

Actually when using dialog trees, I use the most basic gui commands I can. It keeps it simple and easy to understand.

Code: Select all

"level_trigger_1" = "showgui Friend"
newgui "Friend" [
   guitext "Hi I'm your friend!" chat
   guitext "Want to talk?" chat
   guibutton "Sure!" "showgui Friend_1"
   guibutton "No. (close)" "cleargui"
   ]"Arcones

newgui "Friend_1" [
   guitext "So, do you like Sandbox?" chat
   guibar
   guibutton "Yes! Duh!" "showgui Friend_1.1"
        guibutton "No, not really (close)" "cleargui"
]"Arcones"

newgui "Friend_1.1" [
       guitext "I love as well! Very easy to create games!" chat
       guitext "Shop scripts are easy, dialogues like this one" chat
       guitext "are easy, and menu's should be easy as well!" chat
       guibar
       guibutton "That's great!" "showgui Friend_1.2"
       guibutton "Interesting! Menus' you say?" "showgui Friend_1.1.1"
       guibutton "K, well I need to go!" "cleargui" echo "See ye later!"
]"Arcones"

newgui "Friend_1.2" [
       guitext "Yep, it is! Sandbox is continually growing!" chat
       guitext "Did you know that there's a Vehicle Simulator coming out?" chat
       guitext "And a Flight Simulator?" chat
       guibar
       guibutton "Wow! That's incredible!" "showgui Friend_1.3"
       guibutton "Yeah I did, Water Wars too!" "showgui Friend_1.4"
]"Arcones"

newgui "Friend_1.1.1" [
       guitext "Yep, menus should be easier to make once a tut is out!"
       guibutton "Okay, well I need to go!" "cleargui"
]"Arcones"

newgui "Friend_1.3" [
       guitext "Yes it is and I'm glad you think so!" chat
       guitext "It will definitely draw more people in!" chat
       guitext "But I got to go now! See you later!" chat
       guibutton "Bye! (close)" "cleargui"
]"Arcones"

newgui "Friend_1.4" [
       guitext "Water Wars ye say?" chat
       guitext "Sounds fun! Is it going to be released soon?" chat
       guibutton "I don't know..." "showgui Friend_1.4.1"
       guibutton "It's actually in the SVN right now!!!" "showgui Friend_1.5"
]"Arcones"

newgui "Friend_1.4.1" [
       guitext "That's okay, I'm sure it'll come out soon!" chat
       guitext "Bye now!" chat
       guibutton "Bye!" "cleargui"
]"Arcones"

newgui "Friend_1.5" [
       guitext "That's awesome! Gonna go pick it up and play it!" chat
       guitext "So I'll go now!" chat
       guibutton "Alright see ya!" "cleargui"
]"Arcones"
This creates newgui's that pull up different chats. Each response goes to a completely different gui allowing for quite different veins of dialog. That's what I would recommend. The shop script (what I showed you earlier) is mainly for listing things. Here's a helpful topic on commands: GUI Menus Tutorial

Re: Map loading trigger replaces original map?

Posted: May 16th, 2011, 1:10 pm
by Rueppells-Fox
That is a lot simpler. Thanks!

Re: Map loading trigger replaces original map?

Posted: May 16th, 2011, 1:17 pm
by arcones
My pleasure ;)