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Custom placeable interactions


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#1
edjbooth

edjbooth
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Hi all,

How do you change the interaction type of a placeable?

Basically I want a placeable using the Shrub model to start a conversation and have done the following:
-Created and processed a placeable.xls M2DA containing a new row for Shrub (Dialog) and changing all other fields (apart from model) to match the Bedroll (Dialog) placeable.
-Created a new placeable in the toolset using the Shrub (Dialog) appearance and assigning the desired conversation and added it to my area.

I've finally managed to get it to show up in-game but it remains non-interactive. The dialog can be triggered when I change the appearance of the placeable to Bedroll (Dialog).

Any ideas what I'm missing here?
Thanks in advance for any help.

Ed

#2
Proleric

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I suspect something is wrong with the shrub model itself.

The default shrub appearance should be examinable, but I can't get a cursor to register on it, even though the tab key shows it as an interactive object.

You could use an invisible object (dialog) with the desired conversation, placed on a non-interactive shrub.

Normally, you can change the interaction type using an M2DA (assuming the model has the required animations), though it's often easier to give the placeable a script that overrides the default behaviour.

For example, a talking placeable just needs to Placeable_HandleDialog(ev) in response to the USE event.

#3
edjbooth

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My tutor at uni gave a similar theory today.

I suspect you are both correct due to the fact that the process I followed seems to work on more solid models and not on some plants.
I am now using the elfroot model instead and that initiates dialog just fine and looks enough the part.

For anyone else having similar issues the following thread may be useful but I've not enough time to try it out:
social.bioware.com/wiki/datoolset/index.php/Tutorial:_Creating_a_custom_placeable_from_a_model

Thanks for the reply Proleric1, again your assistance is much appreciated.