Hmmmmm!

Okay, for those having trouble with dialog, try using

IF
DialogStartRequested(_Player, _Char)
THEN
StartDefaultDialog(_Char, _Player);


rather than

IF
DialogStartRequested(_Char, _Player)
THEN
StartDefaultDialog(_Char, _Player);


This fixed one of my NPC's dialogs, but the other NPC is still acting funny (just funny in a different way). So I can't claim this will fix all yet!



EDIT:
Okay, I figured out why one NPC worked and the other NPC was being ignored (like the earlier problem of trying to talk to Global characters).

The NPC which works as a Global has a direct call to a dialog rather than relying on the DefaultDialog.

The code which, for me, gives a successful dialog with a global NPC is

Code
IF
DialogStartRequested(CHARACTER_specific_npc, _Player)
THEN
DialogStartTwoSpeakerDialog("name_of_dialog",_Player,CHARACTER_specific_npc);

Last edited by Noaloha; 03/08/14 07:47 AM.

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