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Need help with rpgdialog

by Alexander B · in Torque Game Engine · 03/23/2009 (4:00 am) · 3 replies

For the moment i am going to use rpgdialog instead of the yack pack.

Anyway i have implented rpgdialog and the editor works well and i have made a script. I have typed this in the console to spawn the npc

SpawnNPCorc("Captain Sol", new, "Captain Sol", 1, "200 -744 108 0 0 1 180");

But the console only gives me a parse error. What am i doing wrong?

#1
03/23/2009 (1:38 pm)
anyone?
#2
03/24/2009 (5:55 am)
Your spawn script is correct as written...

Does your RPgDialog.cs file compile?

In your function initBaseClient()
did you put the line initRPgDialogEditor();
in the proper place, which is, before the very last closing bracket of the function.

In \client\scripts\client\ there is no CONFIG.CS so I craeted one and put in the script
moveMap.bind(keyboardn "q", TalkTo);

Did you comment out the lines in DEFAULT.BIND.CS
//--moveMap.bindCmd(keyboard, "1", "commandToServer('use',\"Crossbow\");","");
//--moveMap.bindCmd(keyboard, "1", "commandToServer('use',\"Rifle"\");","");



OK, Found something...

Do you get a "parse error", when you run the console command

-mod common/RPGDialogEditor



Look at the thread titled Torque 101: Intro to Torque and go to the post dated 05-24-2007.

Read through that and if you still get the parse error, let me know. Its hard for me to post code since I'm using a cell phone to write this post. We can try to run through the resource together one-step-at-a-time if we need to. I had to redo it three or four times before it worked, but it does work.

Good luck!

Tony
#3
03/24/2009 (10:54 pm)
Thnaks tony for your help but i have just figured it out. I am just going to use spawntestnpc() to spawn the npc for now. So thanks anyway.