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Ambient dialogue in area


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#1
Apolyon6k

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I was looking for a way to trigger an ambient dialogue between two guards in a standalone module I'm working on.
The goal is something like the two priests in denerem ( the old one (with the botched quotes and the food fixation) and the younger one correcting her). I looked at the single player module and there is a trigger and a conversation file that seams to control those lines. The trigger seems a simple talk trigger with the creature tags as speaker and listener. The converation lines are ambient lines with the specific creature tags for "owner".

It all looks so simple but it does not work, tried recreating it twice always with the same outcome:
Nothing happens.[smilie]../../../images/forum/emoticons/crying.png[/smilie]

I could add a test plot to see if the trigger works but other talk triggers work just fine...<_<

Modifié par Apolyon6k, 28 février 2011 - 10:43 .


#2
Apolyon6k

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ok, the trigger works to the extent that it sets a plot flag when walked on but the dialogue isn't triggered.

The problem has to be in the settings of the dialogue somewhere.

When I click on the guard (whose dialogue it is) the conversation starts to play and the other one answers but it does not get triggered right.

Modifié par Apolyon6k, 25 février 2011 - 08:49 .


#3
AmstradHero

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The trigger should have TRIG_TALK_SPEAKER set as the tag of the first speaker, and TRIG_TALK_DIALOG_OVERRIDE as should be set as the name of the desired dialogue plus ".dlg". You'll also have to make sure that the second guard has all his/her lines set to OWNER as well (there should be NO blue lines in an ambient conversation), and have the speaker tag set as their tag.

Also, I should note that I'm using the talk_trigger blueprint here.

Modifié par AmstradHero, 25 février 2011 - 09:51 .


#4
Mengtzu

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I usually do it by having the trigger fire a script that uses a BeginConversation() function. I generally just have the conversation in question go "speaker_tag_1" --> CONTINUE --> "speaker_tag_2", which is slow-paced but works well if you're not using V/O and are relying on the player noticing the text.

#5
Apolyon6k

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As I said normal talk trigger work fine, the dialogue works fine on its own but the combination is problematic.

I'll have to check my configuration again and if it fails again I would write me a script like Mengtzu mentioned but it should work without additional scripts.

Thanks for the help so far and I will be back when I found the culprit.

Edit: Found the error: I used the wrong tags in the trigger, now it works!
Thanks again.

Modifié par Apolyon6k, 26 février 2011 - 01:54 .


#6
Apolyon6k

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The trigger works as mentioned above but when my companions run into the trigger the conversation stops and does not get triggered again. So basicly the first word of the conversation is spoken and nothing more.

Is there a way to prevent the companions from triggering the conversation?

#7
Mengtzu

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Apolyon6k wrote...

The trigger works as mentioned above but when my companions run into the trigger the conversation stops and does not get triggered again. So basicly the first word of the conversation is spoken and nothing more.

Is there a way to prevent the companions from triggering the conversation?



You shouldn't have this problem if you set the trigger to destroy itself when first set off (which I do by script).  You could also test for the entering object being the primary controlled (I'd say IsHero() but players can run around as companions instead).

Modifié par Mengtzu, 28 février 2011 - 08:41 .


#8
Proleric

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Mengtzu wrote...

You could also test for the entering object being the primary controlled (I'd say IsHero() but players can run around as companions instead).


True. I find GetMainControlled() is more appropriate in most cases.

#9
Apolyon6k

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Thanks guys,
for the moment I changed the trigger to only play once. It is enough for now, but later on I might have to write a script to control it further.

I have another question that is ambient related:
Is there a way to add a snoring sound to a small area around a bed and if there is what is the sound file called or how do I use my own?