Any danger in SetDialogue("",Myself)?
Posted 20 March 2012 - 01:08 AM
This works fine for the main character and for the NPCs that I tried it on. You get a little red "<GABBER>- has nothing to say to you" line in the text area, but that's not a big deal.
However, if you start a multiplayer game and make more than one custom character, the not-Player1 character will actually initiate dialogue and say "Why do you waste my time with idle banter?", complete with pausing the game and forcing you to click End Dialogue. It would appear that the not-Player1 characters have MULTIG.DLG assigned, which handles being kicked out of the party.
I can SetDialogue("",Myself) before initiating dialogue. This seems to work fine. However, I'm afraid it'll mess something up that I don't know about... break the game somehow. I'm not familiar with how the game handles dialogues. Is there any danger in doing this?
Posted 20 March 2012 - 02:53 AM
Using SetDialogue("",Myself) on a party member is dangerous because mods or the game itself could change it any time.
Posted 20 March 2012 - 03:53 AM
cmorgan: "None of us get old around here, just more proficient at doing more stuff with less braincells!"
Posted 20 March 2012 - 04:03 AM
Maybe the game resets the dialogue when someone gets kicked out. Wouldn't that be necessary anyway, considering other parts of the game can call SetDialogue() as well?
Edited by Xyx, 20 March 2012 - 04:08 AM.
Posted 20 March 2012 - 05:33 AM
By using PlayerDialog(Myself) you're merely exploiting a side effect which works in BG2 but might work or not in GemRB or the upcoming BGEE.
Posted 20 March 2012 - 06:48 AM
Posted 20 March 2012 - 07:33 AM
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