DLG files and Running Commands
Corsymyr
Member Posts: 146
Is this even possible? It seems that I am unable to get "PLAYER1" to perform any action from a DLG file. I know how to get it to work in a Script (BCS). Maybe DLG files don't allow such commands?
IF ~Gender(Player1,MALE)~ DO ~ActionOverride("PLAYER1",Polymorph(MAGE_MALE_ELF))~
or
IF ~~ THEN DO ~GiveItemCreate("PWING2",PLAYER1,1,0,0)~ DO ~ActionOverride("PLAYER1",UseItem("PWING2",PLAYER1))~
In the second one it creates the item, but "Player1" refuses to use the item (potion).
TIA
IF ~Gender(Player1,MALE)~ DO ~ActionOverride("PLAYER1",Polymorph(MAGE_MALE_ELF))~
or
IF ~~ THEN DO ~GiveItemCreate("PWING2",PLAYER1,1,0,0)~ DO ~ActionOverride("PLAYER1",UseItem("PWING2",PLAYER1))~
In the second one it creates the item, but "Player1" refuses to use the item (potion).
TIA
0
Comments
There's probably something with the DLG action queue that disallows ActionOverride().
Thanks for attempting to assist.
In this script tutorial, the only time case sensitivity is mentionned is when something is not case sensitive, and it seems to imply that it's an exception.
Won't work, because there's no "PLAYER1" dv. The correct version would be:
DO ~ActionOverride(PLAYER1,Polymorph(MAGE_MALE_ELF))~
and same for your other example--plus, you should string your actions together:
IF ~~ THEN DO ~GiveItemCreate("PWING2",PLAYER1,1,0,0) ActionOverride(PLAYER1,UseItem("PWING2",PLAYER1))~