Bug 291: (John Adams) (JA) I am reporting this as a ...
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Bug 291: (John Adams) (JA) I am reporting this as a ...
Bug ID : 291 - (JA) I am reporting this as a ... Bug Date : 2015/10/11 12:00:56 Assigned To : John Adams Priority : Low Category : VGClient Sub-Category : User Interface: (Default) Severity : Standard Reproducible : Every timeDetails:
(JA) I am reporting this as a bug, because the previous Dialog implementer refused to do things how I asked. I want to see a difference between Hailing an NPC/Object in-game vs Starting a Dialog. Not everything needs a dialog as it is currently implemented. If the Lua Script does not specifically state "OpenDialog", then allow me to Say() what I need, without opening a dialog.
Originated From World: New Telon (1) Chunk : Isle of Dawn (1) Location : -14978 10089 643
- John Adams
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Re: Bug 291: (John Adams) (JA) I am reporting this as a ...
Pushing this bug to the forum because I have changes I want to make to Dialog Lua in general. First, I see no need for an OpenDialog() function at all, when StartConversation() with the proper objects sent into it will work fine (as was originally requested: make it like EQ2 Lua).
I will take a look into this myself soon, I just don't want to jack up Zippy's questing work right now.
I will take a look into this myself soon, I just don't want to jack up Zippy's questing work right now.
Re: Bug 291: (John Adams) (JA) I am reporting this as a ...
Since I have some experience with that whole mess let me know exactly what it is you want changed. I think I've got the gist. I have to get in there anyway to put in a pause movement during a dialog exchange (under most circumstances) as well as face target if you want to eliminate it from scripting so much. We are getting dangerously close to my slow season in the office and cold weather at home, which will free up my time considerably, although I am leaving for vacation in a week and want things to be stable before I go so minor changes this next round.
- John Adams
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Re: Bug 291: (John Adams) (JA) I am reporting this as a ...
Yeah we thought about FaceTarget() being in code in EQ2Emu too, but there are some cases where we didn't want that to happen, so we left it in Lua. We should do the same here. Ie., there may be some NPCs who are rude and do not care to look you in the eye.
For StartConversation(), I pointed devs to how EQ2 did it (I know you've heard that a lot, but I love repeating it for those who refused to do what I asked previously so they can see, we're going to change it because I win all battles in the end )
In EQ2's, the Npc, Player objects are passed in StartConversation() and after looking at OpenDialog(), it requires nothing more than that. So adding those two params to StartConversation(Quest, Npc, Player, ...) would eliminate the need for the additional Lua function call, and make it more like it was supposed to be.
FYI, in EQ2, the AddConversationOptions() and such were BEFORE the StartConversation() call; that might be because their "Open Dialog" was included in there.
Hope that makes sense. I am very much looking forward to you having no life for 3 mos, zippy.
For StartConversation(), I pointed devs to how EQ2 did it (I know you've heard that a lot, but I love repeating it for those who refused to do what I asked previously so they can see, we're going to change it because I win all battles in the end )
In EQ2's, the Npc, Player objects are passed in StartConversation() and after looking at OpenDialog(), it requires nothing more than that. So adding those two params to StartConversation(Quest, Npc, Player, ...) would eliminate the need for the additional Lua function call, and make it more like it was supposed to be.
FYI, in EQ2, the AddConversationOptions() and such were BEFORE the StartConversation() call; that might be because their "Open Dialog" was included in there.
Hope that makes sense. I am very much looking forward to you having no life for 3 mos, zippy.