witam mam taki problem; stworzyłem NPC i dialog do niego, wszystko ładnie, prasuje skrypty włączam gothica, postać jest ale gdy naciskam opcje dialogowe to się mi nie pojawiają a w zSpy wychodzi takie coś:
-3- 02:32 Warn: 0 U: AI: Output-unit DIA_Daniel_HELLO1_15_00 not found ! .... <oNpc.cpp,#13943>
-4- 02:32 Info: 9 U: Mark Conversationmessage for deletion .... <oNpc.cpp,#10781>
-4- 02:32 Info: 9 U: Mark Conversationmessage for deletion .... <oNpc.cpp,#10781>
-3- 02:32 Warn: 0 U: AI: Output-unit DIA_Daniel_HELLO1_01_01 not found ! .... <oNpc.cpp,#13943>
-4- 02:32 Info: 9 U: Mark Conversationmessage for deletion .... <oNpc.cpp,#10781>
-4- 02:32 Info: 9 U: Mark Conversationmessage for deletion .... <oNpc.cpp,#10781>
-4- 02:32 Info: 9 U: Mark Conversationmessage for deletion .... <oNpc.cpp,#10781>
-3- 02:32 Warn: 0 U: AI: Output-unit DIA_Daniel_HELLO1_15_02 not found ! .... <oNpc.cpp,#13943>
-4- 02:32 Info: 9 U: Mark Conversationmessage for deletion .... <oNpc.cpp,#10781>
-4- 02:32 Info: 9 U: Mark Conversationmessage for deletion .... <oNpc.cpp,#10781>
-4- 02:33 Info: 9 U: Mark Conversationmessage for deletion .... <oNpc.cpp,#10781>
-3- 02:33 Warn: 0 U: AI: Output-unit DIA_Daniel_HELLO1_01_03 not found ! .... <oNpc.cpp,#13943>
-4- 02:33 Info: 9 U: Mark Conversationmessage for deletion .... <oNpc.cpp,#10781>
-4- 02:33 Info: 9 U: Mark Conversationmessage for deletion .... <oNpc.cpp,#10781>
-4- 02:33 Info: 9 U: Mark Conversationmessage for deletion .... <oNpc.cpp,#10781>
-3- 02:33 Warn: 0 U: AI: Output-unit DIA_Daniel_HELLO1_15_04 not found ! .... <oNpc.cpp,#13943>
-4- 02:33 Info: 9 U: Mark Conversationmessage for deletion .... <oNpc.cpp,#10781>
-4- 02:33 Info: 9 U: Mark Conversationmessage for deletion .... <oNpc.cpp,#10781>
skrypt dialogu:
//========================================
//-----------------> HELLO1
//========================================
INSTANCE DIA_Daniel_HELLO1 (C_INFO)
{
npc = PAL_1000000_Daniel;
nr = 1;
condition = DIA_Daniel_HELLO1_Condition;
information = DIA_Daniel_HELLO1_Info;
permanent = TRUE;
description = "Kim jesteś ?";
};
FUNC INT DIA_Daniel_HELLO1_Condition ()
{
return TRUE;
};
func VOID DIA_Daniel_HELLO1_Info ()
{
AI_Output (other, self ,"DIA_Daniel_HELLO1_15_00");//Kim jesteś ?
AI_Output (self, other ,"DIA_Daniel_HELLO1_01_01");//Jestem strażnikiem Xardasa
AI_Output (other, self ,"DIA_Daniel_HELLO1_15_02");//Czego pilnujesz?
AI_Output (self, other ,"DIA_Daniel_HELLO1_01_03");//Jego wieży. Powiedział że mnie nie zabije gy będe jego sługą
AI_Output (other, self ,"DIA_Daniel_HELLO1_15_04");//To bardzo miło z jego strony!
};
//========================================
//-----------------> EXIT
//========================================
INSTANCE DIA_Daniel_EXIT(C_INFO)
{
npc = PAL_1000000_Daniel;
nr = 2;
condition = DIA_Daniel_EXIT_Condition;
information = DIA_Daniel_EXIT_Info;
permanent = TRUE;
description = "KONIEC";
};
FUNC INT DIA_Daniel_EXIT_Condition()
{
return TRUE;
};
FUNC INT DIA_Daniel_EXIT_Info()
{
AI_StopProcessInfos (self);
};
i NPC
instance PAL_1000000_Daniel (Npc_Default)
{
// ------ NSC ------
name = "Daniel";
guild = GIL_PAL;
id = 1000000;
voice = 7;
flags = 0; //NPC_FLAG_IMMORTAL oder 0
npctype = NPCTYPE_OCMAIN;
// ------ Attribute ------
attribute[ATR_STRENGTH] = 100;
attribute[ATR_DEXTERITY] = 200;
attribute[ATR_MANA_MAX] = 0;
attribute[ATR_MANA] = 0;
attribute[ATR_HITPOINTS_MAX] = 500;
attribute[ATR_HITPOINTS] = 500; //setzt Attribute und LEVEL entsprechend dem angegebenen Kapitel (1-6)
// ------ Kampf-Taktik ------
fight_tactic = FAI_HUMAN_STRONG; // MASTER / STRONG / COWARD
// ------ Equippte Waffen ------ //Munition wird automatisch generiert, darf aber angegeben werden
EquipItem (self, ItMw_2h_Pal_Sword);
EquipItem (self,ItRw_Bow_M_01);
// ------ Inventory ------
B_CreateAmbientInv (self);
CreateInvItems(self,ItRw_Arrow,30);
// ------ visuals ------ //Muss NACH Attributen kommen, weil in B_SetNpcVisual die Breite abh. v. STR skaliert wird
B_SetNpcVisual (self, MALE, "Hum_Head_Fighter", Face_N_Normal20, BodyTex_N, ITAR_PAL_M);
Mdl_SetModelFatness (self, 0);
Mdl_ApplyOverlayMds (self, "Humans_Relaxed.mds"); // Tired / Militia / Mage / Arrogance / Relaxed
// ------ NSC-relevante Talente vergeben ------
B_GiveNpcTalents (self);
// ------ Kampf-Talente ------ //Der enthaltene B_AddFightSkill setzt Talent-Ani abhängig von TrefferChance% - alle Kampftalente werden gleichhoch gesetzt
B_SetFightSkills (self, 65); //Grenzen für Talent-Level liegen bei 30 und 60
// ------ TA anmelden ------
daily_routine = Rtn_Start_1000000;
};
FUNC VOID Rtn_Start_1000000 ()
{
TA_Stand_Guarding (08,00,19,00,"NW_XARDAS_START");
TA_Stand_Guarding (19,00,08,00,"NW_XARDAS_START");
};