Bassline204 wrote...
Hi guys
I thought i'd post on these forums to get some answers to a few questions i have.
I am going to be using the Dragon age toolset for my final year project in University. To that end i have been searching the net and youtube for information about the toolset and how it works. It seems pretty straight forward to me and i look forward to working with it.
However i have a few questions. if you can answer any or all of these i would be great full.
1. How do i have different poses for the npc and my character during a conversation. I know it involves setting up a stage and applying it to the root of the conversation. however i'm not clear on how you get it to change according to the diaglogue.
2. I am curious how to add and trigger weather effects in game.
3. I would like to know how to create my own spells (i under stand C++ so i don't mind scripting)
4. I would like to know how i can make it so that the effect of dialogue with one npc can affect the dialogue with another.
5. I would like to know how to spawn and despawn mobs while in game.
6. I would also like to know how to make clicking an item or lever have an effect in game. a bit of knowledge on interactable objects would be great.
7. i am also not clear on how models are treated after cutscences. Say i have a cut scene where someone moves from one area to another how do i make sure he actually moves there in game.
I know there is alot there but any knowlegde or experience you can share with me about the above matters would be greatly appericated.
The
wiki is your friend here. I don't know enough to answer all your questions, but here are a few starters.
1. Once you've assigned a stage to a conversation line, you can assign the player and NPCs to places on the stage on the Cinematics tab, setting the Pose field for each place from the dropdown menu. Pose is fairly rigid, so you may also want to use the Animations tab to add animations. For ultimate control, you can edit the performance in the cutscene editor (but life is short, so you probably won't do that for every trivial scene).
4. Plots are the key to modifying conversations in the light of what's already happened. The Condition field of the Plots & Scripting tab is used to determine which version of a conversation line actually appears, depending on plot flag settings.
5. The UT_TeamAppears function is used in scripts to make mobs appear and disappear. There are related useful functions such as UT_TeamGoesHostile. Team number is just a code of your choice which you can set on creature templates.
6. To understand how to configure placeable interactions, you first need to master the basics of event scripting. Your placeable event script needs to intercept the USE event (passing any other events to the default script). Placeables of a given type have certain pre-determined states which can be changed (for example, interior doors open, but road signs don't). You can also script any other changes to the game world that you need.
7. A cutscene doesn't change the game state at all. So, for example, if the cutscene shows the player walking from A to B, on completion you have to run a script that jumps the player to a waypoint at B (assuming you care about continuity).
Other people can probably give better answers to questions 2 and 3.
In general, I'd advise asking one question at a time, because it keeps the thread more focussed.
Good luck with your assignment.