What happened to my floaters?

FDO

Still Mildly Glowing
Hm, not sure what is going on but I just noticed a problem with float dialogs in my mod. They simply won't appear, even though I am sure the relevant nodes are called.
That is, the float called from procedure talk_p_proc won't appear at least, I am still unsure about every float since I just realized the problem, but the combat floats seem to work alright.
On the other hand, with a simple example:

Code:
   else if ( local_var( LVAR_Herebefore ) == 1 and ( Marguerite_Ptr == 0 ) ) then begin
           call Node2000;
           end
This is located within a talk_p_proc, among other dialogs starter which work fine when they aren't floats.
Then the straight forward node 2000 elsewhere in the script:
Code:
procedure Node2000 begin
   floater(104);
end

Pretty sure it's not individual scripting error as any float in any character that must start from a talk_p_proc don't work, including vanilla characters scripts that I didn't touch if I import them in my mod for testing...
Sfall script editor don't report errors and compile my scripts alright too.
Not sure how to proceed yet, and I could have swear my floats used to work not so long ago, but does any of this seem familiar to anyone else?
 
assuming ur runing sfall,seen a fix on another thread that 'StartGDialogFix=1' may be the culprit,if it is set to 1,try setting it to 0
 
Ah, no I am not using talking head so I left StartGDialogFix to 0. But I found the problem by looking at my compiled int files.
It was a now useless procedure that I had implemented in most of my scripts for a past experiment, and I didn't think of deleting it in the declare procedure lists before I took a break... Since it was right above my float procedures in most cases, sfall script editor was not implementing the said float while compiling without reporting errors.

My bad then, but it's fixed now. I better go sleep it off. Good thing I am on vacation because I coudn't find rest before figuring out it seem. Thanks, Nirran.
 
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