Gdialog:: error grabbing text message! PLS HELP

areneusz23

First time out of the vault
When i created and registered new script of Npc when im trying to talk him im getting error
Gdialog:: error grabbing text message!
other scripts that was made ago working good so help me only new scripts doesnt work for me
 
You need to put a .msg file in your \data\text\english\dialog (replace english if needed) with the same name as the script => script_name.msg
 
Its test script and its doesnt work getting
Gdialog:: error grabbing text message!
, maybe problem is in other fallout files or mayme too much scripts?

/*
*** Script conwerted to Interplay format by Fallout Script Edytor (by Jargo) ***
*/

#include "C:\gry\Fallout 2 Mapper\scripts\HEADERS\define.h"
//#include "C:\gry\Fallout 2 Mapper\scripts\HEADERS\<TownMapName.h>"

#define NAME SCRIPT_JNKHARRY //Script name from scripts.h

#include "C:\gry\Fallout 2 Mapper\scripts\HEADERS\command.h"
#include "C:\gry\Fallout 2 Mapper\scripts\HEADERS\ModReact.h"
#include "C:\gry\Fallout 2 Mapper\scripts\HEADERS\partybkg.h"

procedure start;
procedure look_at_p_proc;
procedure talk_p_proc;
procedure Node998;
procedure pickup_p_proc;
procedure use_skill_on_p_proc;
procedure combat_p_proc;
procedure damage_p_proc;
procedure critter_p_proc;
procedure map_enter_p_proc;
procedure timed_event_p_proc;
procedure Node001;
procedure Node999;


/*****************************************************************
Local Variables which are saved. All Local Variables need to be
prepended by LVAR_
*****************************************************************/

#define LVAR_Herebefore (4)
#define LVAR_Hostile (5)
#define LVAR_Personal_Enemy (6)
variable Only_Once:=0;

procedure start begin
end

procedure look_at_p_proc
begin
script_overrides;
display_msg("Widzisz farmera.");
end

procedure talk_p_proc begin
start_gdialog(NAME,self_obj,4,-1,-1);
gSay_Start;
call Node001;
gSay_End;
end_dialogue;
end

procedure pickup_p_proc begin
if (source_obj == dude_obj) then begin
set_local_var(LVAR_Hostile,2);
end
end

procedure use_skill_on_p_proc begin
if (action_being_used == SKILL_STEAL) then
if (is_success(roll_vs_skill(dude_obj,action_being_used,0))) then begin
end
end

procedure Node998 begin
set_local_var(LVAR_Hostile,2);
end

procedure combat_p_proc begin
end

procedure damage_p_proc begin

/*si le joueur attaque le npc alors, Node998 est appelée, et donc le joueur est déclaré hostile , et donc dans critter_p_proc le npc attaque le joueur*/

if (source_obj == dude_obj) then begin

call Node998;

end

end

procedure critter_p_proc begin
if ((local_var(LVAR_Hostile) == 2) and self_can_see_dude) then begin

set_local_var(LVAR_Hostile,1);

attack(dude_obj);
end
end

procedure Node001 begin

Reply(100);

NOption(101,Node999,001);

end

procedure Node999 begin
end

procedure map_enter_p_proc begin
Only_Once:=0;
critter_add_trait(self_obj,TRAIT_OBJECT,OBJECT_TEAM_NUM,TEAM_BROKEN_HILLS);
critter_add_trait(self_obj,TRAIT_OBJECT,OBJECT_AI_PACKET,AI_TOUGH_CITIZEN);

if( not( is_loading_game ) ) then begin
add_timer_event( self_obj, game_ticks( random( 10, 11 ) ), 0 );
end
end

procedure timed_event_p_proc begin
if( fixed_param == 0 ) then begin
floater( random( 116, 120 ) );
add_timer_event( self_obj, game_ticks( random( 10, 11 ) ), 0 );
end
end

msg file

{100}{}{Im harry}
{101}{}{okulary}

download script and msg file click pobierz pliki green window to download

https://megawrzuta.pl/download/f046a8206e3c33b70d297e2c6f3cbd0d.html

heres headers/scripts file

https://megawrzuta.pl/download/d73bd1654d7e70c2e6b98200289ee0b9.html

maybe too much scripts 1489 ?
 
Last edited:
What does NAME SCRIPT_ refer to? This should be the script number, which is the line number of the script in scripts.lst in the scripts folder.

Didn't you get any errors while compiling the script?

If it is 1489, change to that.
 
I fixed the bug with Gdialog:: error grabbing text message! now i have got other bug when im talking to npc he displays me dialogue from other script dialogues
 
Last edited:
What does NAME SCRIPT_ refer to? This should be the script number, which is the line number of the script in scripts.lst in the scripts folder.

Didn't you get any errors while compiling the script?

If it is 1489, change to that.
 
when im trying to compile script i get error in FSE Jargo script editor

Code:
Compiling file: "aalas.ssl"
Starting preprocessor
Preprocessor encountered following errors:
------------------------------------------------

c:\users\arek\desktop\aalas.ssl(9): Error! E1055: Unable to open '..\headers\define.h'
FSE info --> This error is caused by compiler being unable to find included file. Please check your path and filename in #include statements.
c:\users\arek\desktop\aalas.ssl(13): Error! E1055: Unable to open '..\headers\command.h'
FSE info --> This error is caused by compiler being unable to find included file. Please check your path and filename in #include statements.

------------------------------------------------
Compilation cannot complete due to critical error



Code:
/*
   Script for critter tmplete
*/




/* Include Files */
#include "..\headers\define.h"

#define NAME                    SCRIPT_AALAS

#include "..\headers\command.h"

/* Standard Script Procedures */
procedure start;
procedure destroy_p_proc;
procedure talk_p_proc;
procedure look_at_p_proc;
procedure combat_p_proc;
procedure damage_p_proc;
procedure critter_p_proc;
procedure pickup_p_proc;
procedure use_skill_on_p_proc;
procedure map_enter_p_proc;
procedure timed_event_p_proc;
procedure Node001;
procedure Node998;
procedure Node999; 

#define LVAR_Herebefore                 (4)
#define LVAR_Hostile                    (5)
#define LVAR_Personal_Enemy             (6)
variable item;
variable Only_Once:=0;


procedure start begin
end

procedure talk_p_proc begin
start_gdialog(NAME,self_obj,4,-1,-1);
gSay_Start;
call Node001;
gSay_End;
end_dialogue;
end

procedure look_at_p_proc
begin
script_overrides;
display_msg("Widzisz Feragusa, członka gangu Raiders.");
end

procedure combat_p_proc begin
end

procedure damage_p_proc begin

/*si le joueur attaque le npc alors, Node998 est appelée, et donc le joueur est déclaré hostile , et donc dans critter_p_proc le npc attaque le joueur*/

   if (source_obj == dude_obj) then begin

      call Node998;

   end

end

procedure critter_p_proc begin

/* si le npc vois le joueur et lui est hostile(instancié par Node998 en l'occurence) alors il l'attaquera.*/

   if (local_var(LVAR_Hostile) == 2)then begin

       set_local_var(LVAR_Hostile,1);

       attack(dude_obj);

   end

end

procedure Node001 begin
Reply(100);
NOption(101,Node999,001); 
end


procedure Node998 begin //combat
   set_local_var(LVAR_Hostile,2);
end

procedure Node999 begin
end

procedure pickup_p_proc begin
   if (source_obj == dude_obj) then begin
       set_local_var(LVAR_Hostile,2);
   end
end

procedure use_skill_on_p_proc begin
   if (action_being_used == SKILL_STEAL) then
   if (is_success(roll_vs_skill(dude_obj,action_being_used,0))) then begin
   end
end

procedure map_enter_p_proc begin
   Only_Once:=0;

   if( not( is_loading_game ) ) then begin
      add_timer_event( self_obj, game_ticks( random( 24, 28 ) ), 0 );
   end
end

procedure timed_event_p_proc begin
 if(( fixed_param == 0 ) and (local_var(LVAR_Hostile) == 0)) then begin
      floater( random( 244, 248 ) );
      add_timer_event( self_obj, game_ticks( random( 24, 28 ) ), 0 );
   end
end
procedure destroy_p_proc begin
item:=create_object(PID_DOG_TAGS,0,0);
   add_mult_objs_to_inven(self_obj,item,1);
end
 
Last edited by a moderator:
Its compile corectly in Sfall script editor but i get other bug when im talking to npc he displays me dialogue from other dialogue files
 
Did you enable BoostScriptDialogLimit in the ddraw.ini file? After 1450 scripts, it is necessary.

If it happens anyways, you registered your script wrong.
 
i enabled booscriptdialoglimit and it doesnt work same error
displays me dialogue from other dialogue files

heres files from data/scripts

https://megawrzuta.pl/download/644481849f62836028e8e4bf37df923f.html

when i delete my all scripts that i made and i put only my aalas.int it works and dont get error taking dialogues from other files but must have got all scripts from aadog to aalas in game to get game working fine
 
Last edited:
Both files are the same?

Did you add your script to the scripts.h file?
 
i fixed everything you can close this thread the poblem was that script aalas.int must be on top of scripts.lst not of end
 
That is sure as hell not a way to fix the issue. Now you either pushed all script ID's down by one, or you overwrote the dude_obj script??
 
I registered all scirpts form begining and the bugs are fixed no problems with showing dialog and it works

it took me 3 days to fix this bugs

the scrname file was broken so i coudnt make new scripts and getting dialog error
 
Last edited:
Scrname file doesn't matter for scripts directly. It's only used for critter names in combat / dialog log. I highly doubt that this is what broke it for you.
 
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