In the wiki page, Designing a Dialog Tree, they insert the ‘Graph’ module using this code:
local GraphModule = game:GetService(**InsertService**):LoadAsset(303855726):GetChildren()[1]
local Graph = require(GraphModule)
local DialogTree = Graph.new(Graph.GraphType.OneWay)
Whenever using GetService, it uses ** InsertService ** instead of “InsertService”
Correct Code:
local GraphModule = game:GetService("InsertService"):LoadAsset(303855726):GetChildren()[1]
local Graph = require(GraphModule)
local DialogTree = Graph.new(Graph.GraphType.OneWay)
Please read the first reply below, which includes another mistake in the same wiki page.
3 Likes
In Designing a Dialog Tree, there is a function called createDialogNode. However, there needs to be one more end
keyword.
Old Code
local GraphModule = game:GetService('InsertService'):LoadAsset(303855726):GetChildren()[1]
local Graph = require(GraphModule)
local DialogTree = Graph.new(Graph.GraphType.OneWay)
local function createDialogNode(choice, response, priority, onSelected)
local newNode = {}
if not choice then
choice = ""
end
newNode.Choice = choice
if not response then
response = ""
end
newNode.Response = response
if not priority then
priority = math.huge
end
newNode.Priority = priority
if not onSelected then
onSelected = function() end
end
newNode.OnSelected = onSelected
DialogTree:AddVertex(newNode)
return newNode
Fixed Code
local GraphModule = game:GetService('InsertService'):LoadAsset(303855726):GetChildren()[1]
local Graph = require(GraphModule)
local DialogTree = Graph.new(Graph.GraphType.OneWay)
local function createDialogNode(choice, response, priority, onSelected)
local newNode = {}
if not choice then
choice = ""
end
newNode.Choice = choice
if not response then
response = ""
end
newNode.Response = response
if not priority then
priority = math.huge
end
newNode.Priority = priority
if not onSelected then
onSelected = function() end
end
newNode.OnSelected = onSelected
DialogTree:AddVertex(newNode)
return newNode
end
2 Likes