
Originally Posted by
xelanoimis
Another thing important with the DizzyAGE script is that some errors will not be triggered untill that part of the code is executed.
I've run into one like that, When I was going through the tutorial in the dizzyAGE manual, During a long dialouge:
Code:
// After initial dialouge but before talking to Denzil
Message2(3,8,"Dizzy,why are you here?");
MessagePop();
Message2(3,8,"You're supposed to be \ntalking to Denzil!");
MessagePop();
Message1(14,6,"Hmmm...Daisy?");
MessagePop();
MessagePop(3,8,"What dear?");
MessagePop();
Message1(14,6,"Maybe we should start \ndating other people");
MessagePop();
Message2(3,8,"Daisy looks at you \nin disgust!");
MessagePop();
Where I used the MessagePop command instead of Message2
Didn't know about it untill the game crashed,...that was more or less just a case of paying attention to where the game crashed and checking the code for that part,.....thankfully that was an easy one to find.