Aller au contenu

Photo

oPC starts conversatiom with themself?


  • Veuillez vous connecter pour répondre
35 réponses à ce sujet

#26
Baaleos

Baaleos
  • Members
  • 1 322 messages
Note - If you want the placeable just so you can have a portrait of the npc, eg - to simulate them speaking to you from another area eg - Telepathy,

You dont need to assign the Conversation command to the player, telling them to converse with the placeable.

You can instead, Do what you were doing originally, then in Toolset, open the area the placeable is in, and then open the conversation.

In the conversation editor, you are able to select the NPC Tag/name from the dropdown, which allows you to select the person who speaks that line.



This is for instances where your conversation may be expected to jump from one npc to another.

However, in this case, you can simply have it set so that the chat lines for your NPC/Placeable, all direct as such, to the placeable.



This way, your player will still assign the conversation command to themselves, to converse with themselves, however, when the conversation begins, they will find that the Placeable will be happy to take over for the Lines it has been assigned.



(I only know this, because I recently had to do this myself.

Eg - Telepathic communication from an NPC in another area - I needed her Portrait to appear in conversation to maintain the effect)

#27
Shadooow

Shadooow
  • Members
  • 4 465 messages
Baaleos, yes this is very good solution, im using that for sitting NPCs, however he wanted to start conversation with item in players inventory so I think its not usable there.

#28
GhostOfGod

GhostOfGod
  • Members
  • 863 messages
Hmm..that could still work though. Put a placeable in an inaccessible part of the game and that will represent the item that the players activate in the conversation. Beats having to create and destroy objects maybe?

#29
Shadooow

Shadooow
  • Members
  • 4 465 messages
Well im not sure what is it, but if this item behave like option tool for players, then you need to create/destroy placeable because there may be more than one player in area at once (you cant talk with object that is in conversation). Well I wont guess anymore, lets wait for OP.

#30
Knight_Shield

Knight_Shield
  • Members
  • 444 messages
Thanks guys for all the help ..I will try these by the weekend and see what happens.

#31
Baaleos

Baaleos
  • Members
  • 1 322 messages
Actually, there is a problem with the solution.

Putting the placeables in an inaccessible area wont work.



The Placeable has to be within range of the player, to be involved with the conversation.



The Placeable will be acting like an npc, so the Player has to be able to turn his head towards it etc.

I've found that unless the placeable is nearby, within 1 tile of the player/creature, then the conversation will fail to fire, or will cease when it gets to the node where the placeable is due to talk.



Resolution for me was - Simply make the placeable invisible, and paste it close to where you know the Player is going to be.



If this is going to be dynamic, called from a script, where the player can potentially be anywhere in the module, then simple solution is, Create the Placeable, at the Players Location, and make sure its set to be an invisible placeable.



That way, it is summoned to the Player, you get the portrait, and people will be none the wiser. However, there is a slight aura glow from the Invisible placeables from CEP23.

Check my video where I use the same system.







When the player - Me, gets outside of the Building, a conversation ensues, you can see for an instant, the source of the npc voice is an invisible placeable on the ground, but thankfully, it only shows for an instant.

#32
Shadooow

Shadooow
  • Members
  • 4 465 messages
Sorry but I must ask, why do you using invisible placeables from CEP2 when there are invisible placeables in default game resources (same question could go towards cep team, why they adding something what is already there)? Im using them in my module and I dint seen them "glowing" like in your video.

#33
Baaleos

Baaleos
  • Members
  • 1 322 messages
Actually, im not entirely sure which ones I am using.



Im just using the one that was at the very top of the placeable model list.

It may be CEP, it may not be. Who knows....



All I know, is that it works, and thats good enough for me.



As for the glow, unsure why they Glow would be caused, I mean, no visual effects, or model changes happens during the AssignCommand call, and the conversation is being assigned to the PC, to converse with, the PC, the only difference is that the Conversation nodes are specifically targetting that placeables tag.

#34
Lightfoot8

Lightfoot8
  • Members
  • 2 535 messages

ShaDoOoW wrote...

Sorry but I must ask, why do you using invisible placeables from CEP2 when there are invisible placeables in default game resources (same question could go towards cep team, why they adding something what is already there)? Im using them in my module and I dint seen them "glowing" like in your video.



I think the CEP added more for the reason he is seeing.  That is so they could change she shape of effects that are applyed to the object.

My guess is he either has the object non-static, Has an effect applyed to the object or is logged in as a DM that can somehow see it.   But i didnt watch the viedo, so just guessing.

#35
Baaleos

Baaleos
  • Members
  • 1 322 messages
Yeah, the object is non-static, but no effects are added.



I didnt wana add static property to it, incase it affected the name displayed.

In one case, I tried that, and when a static placeable tries to talk, its name is displayed as its model filename.



So, Anything that interacts with the players, I generally keep non-static.

#36
Shadooow

Shadooow
  • Members
  • 4 465 messages

Baaleos wrote...

In one case, I tried that, and when a static placeable tries to talk, its name is displayed as its model filename.

Ha, I was getting same results and thats why I switched to the OWNER tag method, so actually I can't tell you because player never speaks with placeable in my module at all.