heyas;
re the PRCSCR:
http://social.biowar...ndex.php/PRCSCR
i have (okay, in my dreams so far, but i WILL have....) a new area to hook into the SP game. in this particular area, i want you to be able to have a conversation with your companions different from their main conversations. like, their own little conversations relevant to the current quest/area.
now i know with this PRCSCR thingy, i can add hooks to create a transition in the original game to my area, and basically that's all i need to do there. what i DON'T know is... how can i set this thing up so the companions use the special area-specific version of their dialogue while in my area?
i would desperately like to know how to do this. i would desperately like this to even be POSSIBLE.
um... help?
New Companion Dialogue Options via PRCSCR
Débuté par
BloodsongVengeance
, sept. 27 2010 04:43
#1
Posté 27 septembre 2010 - 04:43
#2
Posté 29 septembre 2010 - 01:52
The creatures you place in the area have a special field in their variables, "SURR_DIALOG_OVERRIDE". Theoretically, you may be able to place a copy of a companion in the area and use that field to specify this copy should be using your custom dialogue file... however no idea what's going to happen if the player enters the area with this specific companion in their party, would imagine at the least it'd involve some scripted trickery to spawn/despawn unwanted extras etc.
Modifié par tmp7704, 29 septembre 2010 - 01:55 .
#3
Posté 30 septembre 2010 - 05:26
heyas tmp;
where did you find out this info? i can mess with it, but i'd need more information on creature variables, what that one means, etc. if you can point me to your reference, i can dig around in there.
wait, is that for surrendering? hmmm.... that might not work, then. i do know there's also a variable to turn off the default dialogue (which i asked about over on the scripting forum), but i was told that only turns off the main dialogue and has the creature only use its soundset file, instead.
have to try creature variables on the wiki, i think. thanks!
and ive been thinking... if there isn't a way.... perhaps i can make a way.... i mean, that would only involve overriding some core module scripts and stuff. :X
where did you find out this info? i can mess with it, but i'd need more information on creature variables, what that one means, etc. if you can point me to your reference, i can dig around in there.
wait, is that for surrendering? hmmm.... that might not work, then. i do know there's also a variable to turn off the default dialogue (which i asked about over on the scripting forum), but i was told that only turns off the main dialogue and has the creature only use its soundset file, instead.
have to try creature variables on the wiki, i think. thanks!
and ive been thinking... if there isn't a way.... perhaps i can make a way.... i mean, that would only involve overriding some core module scripts and stuff. :X
#4
Posté 30 septembre 2010 - 07:16
What you would need to do is:
Try it and let us know if this works
Edit:
If you just want to fire specific conversations yourself, you can just a trigger with it's variable table set to var_trigger_talk and specifying the conversation resource/plots/etc there.
If you want to fire custom conversations in existing Single Player areas, use a AoE effect and call UT_Talk with custom conversation resource in the EVENT_TYPE_ENTER event for that effect.
- create your own creature core script which overrides just the EVENT_TYPE_DIALOGUE and just for the companions you want. it is currently not handled in creature_core and falls through to rules_core -> it is important that you make sure that this event doesn't fall through to rules_core.
- the EVENT_TYPE_DIALOGUE is fired when you click on a follower to talk to them and the conversation string is not set in the event's parameter array (which makes the game pick the default conversation resource). In your case, you would make sure that you are calling UT_Talk with your own conversation resource and set the Listener/Talker properly.
- in the new area's area script, set the follower's script to your own script. See discussion here for an example
Try it and let us know if this works
Edit:
If you just want to fire specific conversations yourself, you can just a trigger with it's variable table set to var_trigger_talk and specifying the conversation resource/plots/etc there.
If you want to fire custom conversations in existing Single Player areas, use a AoE effect and call UT_Talk with custom conversation resource in the EVENT_TYPE_ENTER event for that effect.
Modifié par TimelordDC, 30 septembre 2010 - 07:19 .
#5
Posté 01 octobre 2010 - 01:58
heyas;
sounds do-able! i will not be able to mess with this right away, but i WILL let you know how it goes!
btw: do you have any suggestions on how to structure it so it will create generic hooks everyone can use? i'm thinking like setting a new local flag on the companions, maybe? sorta like the 'use custom ai' flags on creatures? ya know what i mean?
sounds do-able! i will not be able to mess with this right away, but i WILL let you know how it goes!
btw: do you have any suggestions on how to structure it so it will create generic hooks everyone can use? i'm thinking like setting a new local flag on the companions, maybe? sorta like the 'use custom ai' flags on creatures? ya know what i mean?





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