edited October 2014 in ORK Scripting
I've tried referencing the event interaction, then grabbing the .gameEvent and took a look at properties such as .step, but I can't find out how to make it move to the next node. Any ideas?
  • can you be a bit more clear on what your trying to do please?
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  • Yeah, I didn't explain very clearly. I guess I'm grasping for the right terminology.

    OK, this is in an event with many nodes, most of them "Show Dialogue" nodes. You know how you click "OK" or "Next" or whatever to move to the next node in the event. I need to do that through a script without having to click the actual button.
  • edited October 2014
    ahh i see well if your using ork for dialog why call it through a script? lets say your running an event through a script. just start the script and event at the same time this way they run parallel to each other
    Post edited by wtyson on
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  • more tho0ught on this if your calling an event in a script it should just run as you have it set up. with out the choice's if you have it set to auto close
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  • edited October 2014
    That completely disregards what I'm asking about and frankly, makes very little sense. :( Please refer to the title of this post.

    EDIT: OK, I see your confusion. I'm not running the event from a script. It's running in an event interaction. But I need to reach in there and manually move to the next node every now and then.
    Post edited by drod7425 on
  • edited October 2014
    umm your trying to move to the next node in an event ie your going from one dialog node to the next which is done by using the auto close if its an automatic message were you dont have to hit ok or cancel to close the box...... in other words it would be all one event with multiple dialogs set up one after the other all set to auto close in the event. the event it self will follow through to the end. If this isnt what your talking about then you need to change your title of your question. :p and if your calling it in script then call the event that you have set up...
    Post edited by wtyson on
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  • Thanks for trying, wtyson!
  • edited October 2014
    I'm a little confused as well; what are you hoping to accomplish?

    You would like it to move to the next dialogue node automatically, without input? Why not just use an auto-close dialogue with a timer?

    Or are you trying to dynamically change the structure of the event at runtime, for some reason.

    Or are you literally just trying to figure out how to connect nodes together in the editor?
    Post edited by Kirb on
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  • good so its not just me lol i thought i was just over tired and was thinking into it to much.
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  • You're looking for the StepFinished(int next) function in the event. The argument defines the index of the next step that will be executed.

    While you can do that, I wouldn't recommend it - the running event is probably still performing something or waiting for something, so even if you start the next step, the previous step can still progress the event to another step ...
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  • edited October 2014
    Thanks, GiL.

    EDIT: I'm attempting to synchronize an event over a multiplayer network. Only one of the (maybe 3?) multiplayers will have the ability to move the event forward.

    Scenario: A choice dialogue with options that only the player with some certain role can see. That players selects an option triggering the next node for everyone in the event. Some other player can now see a choice dialogue with choices only he/she can see. So on and so on.
    Post edited by drod7425 on
  • Okay, so I think I saw what you're talking about. I successfully set the next step with a hardcoded integer. And the previous node did not end. I think this has reduced everything to two questions:

    1. How can I get the current step? (to use as a reference point for the next node)
    2. How can I set the current step? (to replace the currently running node with the next node)

    I don't see anything like this in the API, unfortunately :(
  • Since that's not really how the event system works, you can't really do that :)
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  • I was worried that was the case. Thanks anyway.
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