Witam. Stworzyłem sobie kilku NPC oraz jeden dialog. Najpierw wszystko ładnie, ale gdy dodałem kilka linijek do dialogu, to wyskakuje okienko z niezbyt zabawnym komunikatem, a mianowicie:
U: PAR: CONTENT\STORY\MISSIONS\DIA_GRD_10003_GIACOMO.D: Unkown identifier: QUEST1
No i teraz nie wiem co mam zrobić! Pomóżcie! Dialog:
///////////////////////////////////////////////////////
////////////// stop
///////////////////////////////////////////////////////
instance Dia_Giacomo_stop (C_INFO)
{
npc = GRD_10003_Giacomo;
condition = Dia_Giacomo_stop_condition;
information = Dia_Giacomo_stop_info;
permanent = FALSE;
important = TRUE;
};
FUNC int Dia_Giacomo_stop_condition()
{
return TRUE;
};
FUNC VOID DIA_Giacomo_stop_info()
{
AI_Output (self, other,"DIA_Giacomo_stop_1_01"); //.
AI_Output (other,self,"DIA_Giacomo_stop_1_02"); //.
AI_Output (self, other,"DIA_Giacomo_stop_1_03"); //.
AI_Output (other,self,"DIA_Giacomo_stop_1_04"); //.
AI_Output (self, other,"DIA_Giacomo_stop_1_05"); //.
};
///////////////////////////////////////////////////////
////////////// zadanie
///////////////////////////////////////////////////////
instance Dia_Giacomo_zadanie (C_INFO)
{
npc = GRD_10003_Giacomo;
nr = 1;
condition = Dia_Giacomo_zadanie_condition;
information = Dia_Giacomo_zadanie_info;
permanent = FALSE;
important = FALSE;
description = "Do czego?";
};
FUNC int Dia_Giacomo_zadanie_condition()
{
if (Npc_KnowsInfo(hero, Dia_Giacomo_stop))
{
return TRUE;
};
};
FUNC VOID DIA_Giacomo_zadanie_info()
{
AI_Output (other,self,"DIA_Giacomo_zadanie_1_01"); //.
AI_Output (self, other,"DIA_Giacomo_zadanie_1_02"); //.
AI_Output (other,self,"DIA_Giacomo_zadanie_1_03"); //.
AI_Output (self, other,"DIA_Giacomo_zadanie_1_04"); //.
Log_CreateTopic(CH1_Quest1, LOG_MISSION);
B_LogEntry(CH1_Quest1, ".");
};
///////////////////////////////////////////////////////
/////////////// wynocha
////////////////////////////////////////////////////////
instance Dia_Giacomo_wynocha (C_INFO)
{
npc = GRD_10003_Giacomo;
nr = 2;
condition = Dia_Giacomo_wynocha_condition;
information = Dia_Giacomo_wynocha_info;
permanent = FALSE;
important = TRUE;
description = "NIE MA!";
};
func int Dia_Giacomo_wynocha_condition()
{
if (CH1_Quest1 == log_running)
{
return 1;
};
};
func void Dia_Giacomo_wynocha_info()
{
AI_Output (self, other,"DIA_Giacomo_wynocha_1_01"); //.
AI_Output (other, self,"DIA_Giacomo_wynocha_1_02"); //.
AI_Output (self, other,"DIA_Giacomo_wynocha_1_03"); //.
AI_GotoWP (hero, "WYNOCHA");
AI_StopProcessInfos (self);
};
///////////////////////////////////////////////////////
////////////// EXIT
///////////////////////////////////////////////////////
instance Dia_Giacomo_EXIT (C_INFO)
{
npc = GRD_10003_Giacomo;
nr = 999;
condition = Dia_Giacomo_EXIT_condition;
information = Dia_Giacomo_EXIT_info;
permanent = TRUE;
description = DIALOG_ENDE;
};
FUNC int Dia_Giacomo_EXIT_condition()
{
return TRUE;
};
FUNC VOID DIA_Giacomo_EXIT_info()
{
AI_StopProcessInfos (self);
};
Dodałem część wynocha.