Proper usage is:
"dialogue [integer dialogue type] [string dialogue file name]"
For example:
"dialogue 1 jack"
Another useful command:
"fixdialogue [integer dialogue type] [string dialogue file name]"
This lets you replace the content of the dialogue without touching the camera angles (much like my program). Possibly more to come as I'm looking into this right now.
Not kidding!
EDIT: Further investigation yields:
> Parameter "[integer dialogue type]":
> What happens when you trigger dialogue-editing mode:David wrote:The type value is what specifies how the dialogue functions. For example, if dialoguetype is 1, you activate the dialogue by approaching player 1 and pressing attack (if hostile is 0)
If it is 11, you just move near player 1 and the dialogue plays automatically (and then functions the same as 1).
21 is the same as 11, except after the dialogue, hostile is set to 1
31 is the same as 11, except after the dialogue, you win
41 is the same as 11, except it can occur during combat
51 is the same as 21, except every character is alerted to your presence.
> (Bug) What may happen after you edited a dialogue:David wrote:This is much like the mode when you watch a dialogue scene, except you can control the camera. You can use the numpad to set which direction characters' heads are facing (i.e. numpad zero sets Turner's head to point in the same direction the camera is facing, numpad one does this for player one, and so on). Then you press the number key (not on the numeric keypad) that corresponds to who is the speaker, and go to the next dialogue box. For example, pressing '0' assigns Turner to be the speaker, and then goes on to the next dialogue box.
Sometimes Lugaru may crash, but you can still call the console and save the level. Then, quit and restart Lugaru, and your dialogue works fine.
> More undocumented map edition:
-Any of the commands "size", "proportion", "armor", "protection", "clothes", "noclothes", can be used with the suffix "near" to be applied to the nearest bunny. Ex: "clothesnear pants".
-Other undocumented commands with obvious effects: "armorreset", "protectionreset", "allimmobile". Also, "cellophane" makes everyone invisible, except for the shadows.
-Undocumented commands with effects yet to be discovered: "metal", "sizemin", and perhaps more importantly, "fixrotation", "fixtype".
Further dialogue tricks:
- Dialogues that are triggered only once can be cumulated on the same character, in such a way that the dialogue is different when you go see him again (ie you can put two dialogues of type 11, or one of type 11 then one of type 21).
- I've tried all the different dialogue triggers David listed and they worked for me. 51 can have interesting results. 41 is always triggered from the start of the level; at the end of the dialogue the camera travels from the position you where when you saved the level to the position you've been teleported to for the dialogue.