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Walking conversation


8 réponses à ce sujet

#1
Dragonfliet

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Any way to have a conversation where the main character is walking? Standing in one place is boring and having an introductory conversation as two people are making their way through a town is more interesting. I could go with a cutscene, but interactive is better.

Thanks for any help.

#2
DavidSims

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It's a lot of work, but you can have a moving conversation so long as the conversing characters pause every time the player gets to select a response. The conversation with Duncan at the beginning of Ostagar is an example.



What you do is have a series of stage locations progressively further along the path, where the group will stop and the player can select their response. During the NPC lines between the player responses, the NPCs are given animations to start walking, continue walking and eventually come to a stop just in time for the next player line



It's a complicated thing to stage, but it can look very cool. Beyond this kind of "fake" walking conversation though, I don't think there's much you can do while still being interactive. Having a voiced protagonist would help, but you'd still be limited by everyone needing to be playing a looping animation while the player selects their response.

#3
Craig Graff

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You can also script people to move around during a conversation and base changes on triggers or timers. This ends up being rather hacky most of the time and can require liberal use of SetGameMode and SetAILevel, two very dangerous functions. But if you have the time to work around the many minefields, it can yield interesting results.

#4
Axe_Murderer

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Why do you classify those two functions as dangerous? What is the danger?

#5
Dragonfliet

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Thanks for the replies. It's a shame that I can't have them continue the walking animation while the player chooses and simply add in the extra facial animations on top of that, but walking with pauses will have to do. I'm planning on using this as a type of narrative exposition to pass a year's time over the course of a few minutes while the player shapes the trajectory of that time spent to a degree. Continuous looping animations would be better, I think, for the whole time, but I'll find a way to make the pauses worthwhile, I hope.

#6
Hoagsie

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Something the dialog system isn't really suited for is long winded speeches and when they make them they just go for all out cut scenes. The closest thing to this is the debate in Denerim.

#7
Craig Graff

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You can also have a conversation with some parts ambient and some parts interactive - though you may have to trigger the interactive parts with a new call to UT_Talk (or BeginConversation) at the appropriate time in the ambient conversation.

#8
Craig Graff

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Axe_Murderer wrote...

Why do you classify those two functions as dangerous? What is the danger?


SetGameMode is dangerous because if you are not careful (and also know what you are doing) you can easily get the game in a state where it can not be saved or even played.

SetAILevel is dangerous both because of potential performance concerns and the fact that it is used in the core scripting, so it can be difficult to maintain.

#9
Malacola

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Welp, there goes my Aaron Sorkin mod right out the window