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The dog that wouldn't bark [barking]


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#1
BillHoyt

BillHoyt
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I have an NPC marabi (let's call him oDog) who wanders about using an ambient move pattern.  I also have a trigger w/script set up and tested, which oDog triggers to set a plot flag.  But when he triggers it, I would also like him to bark (using ss_dog_bark_angry_loud_double or something equivalent) .  After spending a bit of time in the wiki - which seems more geared toward adding sounds than using existing ones - I still haven't figured out exactly how to do it.

I've tried a couple of different things (but since none of them worked, there's little sense in going details), but would rather start from scratch with questions.

Is it possible to use a trigger script to make an NPC use a soundet WITHOUT scripting a conversation? Or do I need to have the trigger script kick off a conversationeven though I do not expect my PC to speak?

Does an NPC animal need a soundset conversation as part of his UTC?

If the PC is present as the trigger is tripped (likely but not certain - one reason I want a bark is to draw attention), I want the dog to look like he's barking, not just play the sound.  Is this possible without a cutscene? I'm not opposed to doing it that way, but I would like to keep it as simple as possible.

Any thoughts or ideas would be appreciated.

(I apologize if this post wold be more fitting for the sound forum. I posted it here because I'm trying to use a script to do it, or at least to start it.)

Modifié par BillHoyt, 23 mai 2010 - 09:33 .


#2
BillHoyt

BillHoyt
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FWIW, I ended up making a 3-second cutscene of it, which does exactly what I want and frankly looks far better than what I was thinking about doing. The PC is not in it, so it can be kicked off wherever the character might have wandered off to (it is attached to a trigger tripped by oDog). Under the old idea, the PC would have had to have been nearby to understand why Mrs. Schmooples is suddenly lying dead on the kitchen floor.

Modifié par BillHoyt, 23 mai 2010 - 09:39 .