BrassKnight Posted October 1, 2018 This is something that I have been trying to figure out for a while now but I couldn't seem to find any tutorials about it. So how do you do it? I kind of want to have this in the WAD that I've started working a few weeks ago. I also want to know how to make a single piece of dialogue activate an action, like a door opening or a cutscene. 1 Share this post Link to post
Barry Burton Posted October 1, 2018 (edited) This might help. Here's a dialog script I made for Metroid Doom a while back. The dialog script gets placed in the same WAD as your map. This script uses an invisible Evil Eye actor positioned by a computer screen in a certain map to trigger the dialog when the player presses the Use key: namespace = "ZDoom"; include = "SCRIPT00"; conversation { //EvilEye test dialog actor = "EvilEye"; page { name = "EvilEye testing dat mothafuckin dialog"; dialog = "Please enter your destination coordinates:"; choice { text = "Go back to base."; yesmessage = "Destination Home mapped! Inputting coordinates..."; special = 80; arg0 = 1; closedialog = true; } choice { text = "Go to Savara."; yesmessage = "Destination Savara mapped! Inputting coordinates..."; special = 80; arg0 = 2; closedialog = true; } choice { text = "Go to Norion."; yesmessage = "Destination Norion mapped! Inputting coordinates..."; special = 80; arg0 = 3; closedialog = true; } choice { text = "Go to Chozodia."; yesmessage = "Destination Chozodia mapped! Inputting coordinates..."; special = 80; arg0 = 4; closedialog = true; } choice { text = "Go to Daiban."; yesmessage = "Destination Daiban mapped! Inputting coordinates..."; special = 80; arg0 = 5; closedialog = true; } choice { text = "Go to Billium."; yesmessage = "Destination Billium mapped! Inputting coordinates..."; special = 80; arg0 = 6; closedialog = true; } } Page { name = "GFGuard testing dat mothafuckin dialog"; dialog = "This is a test right?"; Choice { text = "Give me Spazer Beam pl0x."; yesmessage = "I already gave you one!"; CloseDialog = true; } } } You can ignore the lines that say 'special'. Those simply call special 80, which lets you run a numbered script in the map. The arg0 field specifies which script to run. In this case, if I choose to go to Norion, it runs script 3 which simply warps to map NORION. You can specify certain dialog options to only show if the player has or doesn't have a certain item too. 0 Share this post Link to post