So I am thinking of adding new AI barks with my own conversation. For argument's sake let's say I'd like CharacterName_BarkSomething to be played. I can do the scripted pawn coding for that, but the problem is within my custom bark manager. I have
- Code: Select all
// ----------------------------------------------------------------------
// BuildBarkName()
// ----------------------------------------------------------------------
function Name BuildBarkName(ScriptedPawn newBarkPawn, EBarkModes newBarkMode)
{
local String conStringName;
SetRootWindow();
// Use the "BarkBindName" unless it's blank, in which case
// we'll fall back to the "BindName" used for normal
// conversations
if (newBarkPawn.BarkBindName == "")
conStringName = newBarkPawn.BindName $ "_Bark";
else
conStringName = newBarkPawn.BarkBindName $ "_Bark";
switch(newBarkMode)
{
case BM_Something:
conStringName = conStringName $ "Something";
break;
}
Along with all the other normal dx bark cases (shortened it for this post)
And I have
- Code: Select all
// ----------------------------------------------------------------------
// GetBarkPriority()
// ----------------------------------------------------------------------
function int GetBarkPriority(EBarkModes barkMode)
{
local int barkPriority;
switch(barkMode)
{
case BM_Something:
barkPriority = 3;
break;
}
With the normal dx barks as well.
The error I get is simply:
SummerBarkManager.uc(747) : Error, Bad or missing expression in 'Case'
Failed due to errors.
What am I missing? Is adding my own case in the switch function messing it up? My bark manager is the same as Deus Ex bark manager but with my new barks.[/code]