So, I always seem to have issues with this script. No matter how many cutscenes I will make, there will come one that won't fire or behave weirdly. I have no idea why.
I was beginning to understand how the whole thing works, what with the hostile creatures, battle generally and owners of convos. But today I was building this simple scene, with 3 dryads that are created through a cutscene and talk to the PC.
1: The dryads are a copied blueprint, since the stock one is hostile and I want mine talkative.
2:: The speak trigger is just the standard speak trigger
3: No battle is involved, or anything that will mess things up.
So, the PC enters the trigger, nothing happens. Since the dryads are created on the first node, the speaker is an ipoint. Didn't work. PC just went in, had this little stop, and that's that.
I made the ipoint an ipoint speaker. Same issue.
I placed the dryads instead of spawning them. Same issue.
I made one of them the owner. Weird thing happened. PC enters, she turns to look at him, but that's all. Convo doesn't actually fire. It seemed as if she understood she had to speak, but didn't.
I remember talking with Tchos about the gtr_speak_node, and how some of it's features are bad and ruinning the performance. But this, this is just a simple cutscene. No conditionals... nothing. I triple checked the variables, they all are good.
That's it. I am quite confused with this.
Speak Triggers and gtr_speak_node
Débuté par
andysks
, déc. 02 2013 10:26
#1
Posté 02 décembre 2013 - 10:26
#2
Posté 02 décembre 2013 - 04:49
Maybe take a look at the custom script I used to spawn my dryad and start a conversation with her in the forest? It's a very early script, and very messy, but it should be clear what's going on.
#3
Posté 02 décembre 2013 - 04:54
Will do. Thing is, gtr_speak_node can't be trusted. I don't know if more people had issues with it, but I won't let it ruin things anymore. I have to look at it, and see if I can alter it somehow to suits my needs.
I think the worst is the stop of movement when you enter a trigger with it, and it's not time for the convo to fire, or the speaker is not around. If I remove these, and maybe add some variable to check for the first node conditional, if any, in order to fire it, it would be awesome.
I think the worst is the stop of movement when you enter a trigger with it, and it's not time for the convo to fire, or the speaker is not around. If I remove these, and maybe add some variable to check for the first node conditional, if any, in order to fire it, it would be awesome.
#4
Posté 02 décembre 2013 - 05:55
I never use that script. I don't trust it.
One thing to keep in mind is to ensure the tags on the creatures are unique, and that you are using them as the speaker/listener in the multi-character convo. I find that 99% of my conversation issues with these things not firing correctly is directly related to the tags and the need for the conversation lines to be tagged correctly.
One thing to keep in mind is to ensure the tags on the creatures are unique, and that you are using them as the speaker/listener in the multi-character convo. I find that 99% of my conversation issues with these things not firing correctly is directly related to the tags and the need for the conversation lines to be tagged correctly.
#5
Posté 02 décembre 2013 - 06:16
I have checked these things a dozen times. This thing made me go insane today. I made tens of cutscenes since now, some with 10 speakers listeners. The tags are unique. The spawn waypoints are unique. But them not spawning wouldn't explain why they would also not talk as placed instances. Only solution is to ditch this script.
Tchos, the dryad spawn is a Lilacs script
. I think you added some stuff, but nothing really important for the spawn itself.
I guess until I figure out how to alter the script gtr_speak_node I can use Lilacs. I did it at some occasssions. It's nice that it offers the action of the creature when it gets created.
Tchos, the dryad spawn is a Lilacs script
I guess until I figure out how to alter the script gtr_speak_node I can use Lilacs. I did it at some occasssions. It's nice that it offers the action of the creature when it gets created.
Modifié par andysks, 02 décembre 2013 - 06:20 .
#6
Posté 02 décembre 2013 - 07:34
strange to hear all of this about gtr_speak_node -
i found that script very helpful in organising my verbal encounters
i have made versions that allow it to make doors talk (own a conversation)
i even got it to allow companions to be the speaker and not "jump" to the pc like you might notice before long
unfortunately (or fortunately as it were) in that light i have also found much simpler ways since that do the exact same things
perhaps your trigger should have a multi-part script
spawn the dryads in script before the conv starts - then start the conv - without delays it will appear simultaneous anyway
i found that script very helpful in organising my verbal encounters
i have made versions that allow it to make doors talk (own a conversation)
i even got it to allow companions to be the speaker and not "jump" to the pc like you might notice before long
unfortunately (or fortunately as it were) in that light i have also found much simpler ways since that do the exact same things
perhaps your trigger should have a multi-part script
spawn the dryads in script before the conv starts - then start the conv - without delays it will appear simultaneous anyway
#7
Posté 02 décembre 2013 - 07:50
I know it began as a Lilac's script, as many of my early scripts did.
That was for the spawning part, which isn't what you're having trouble with. Your dryad is spawning, but not talking. Look to the part where mine spawns, and then runs up to the PC and begins conversation.
I also made my own variant of the gtr_speak_node script, without the undesired behaviour, but keeping various safeguards and failsafes, but what I haven't yet done is merging it with my later work in spawning ipoint speakers to control the conversation as the default script does, but with more flexibility. Some of these things are designed to work with a system that isn't implemented by default. In my module, I enabled those things, but I need to make it so that they work without too many extra bits set all over the place.
I also made my own variant of the gtr_speak_node script, without the undesired behaviour, but keeping various safeguards and failsafes, but what I haven't yet done is merging it with my later work in spawning ipoint speakers to control the conversation as the default script does, but with more flexibility. Some of these things are designed to work with a system that isn't implemented by default. In my module, I enabled those things, but I need to make it so that they work without too many extra bits set all over the place.
#8
Posté 02 décembre 2013 - 08:00
Tchos, they don't spawn. There should be three, with three create objects action scripts on the first node, but since the convo doesn't fire they are not there. This is why the owner is an ipoint. I am certain Lilacs will give me the result I wish for, I just don't want to create a new script everytime I need a cutscene
.
#9
Posté 02 décembre 2013 - 08:24
Okay, I forgot that you said the dryads are actually spawned in the conversation that starts with the ipoint. (You should not use an ipoint speaker. Those are spawned by script because they have a particular heartbeat script, and are not designed to be used on their own.)
What happens on the first node aside from the spawn script? Does anyone speak? Is it blank? Is the node assigned to a speaker? The first one should probably be spoken by the ipoint itself, because the dryads wouldn't have appeared yet.
What happens on the first node aside from the spawn script? Does anyone speak? Is it blank? Is the node assigned to a speaker? The first one should probably be spoken by the ipoint itself, because the dryads wouldn't have appeared yet.
#10
Posté 02 décembre 2013 - 08:29
Yes it is a node spoken by the speaker. Specific camera so that the view is not on the ground where the ipoint is. I did this so many times, really. On this node the dryads should be spawned.
The interestin thing is, that when I placed them to see if the spawning itself was the problem, I said they seem to want to talk, but they don't. The owner, that is a dryad for that case, will turn and look the PC when he enters the trigger but not do the dialogue. Weird.
The interestin thing is, that when I placed them to see if the spawning itself was the problem, I said they seem to want to talk, but they don't. The owner, that is a dryad for that case, will turn and look the PC when he enters the trigger but not do the dialogue. Weird.
#11
Guest_Iveforgotmypassword_*
Posté 02 décembre 2013 - 11:01
Guest_Iveforgotmypassword_*
Why not use a generic speak trigger stick the dryad's tag in for the owner, set it to multi use and destroy it on the line before last. Forget all the i point, scripting things you are over complicating matters. Use an encounter trigger for the dryads ( make blueprints with individual tags ) or if this area has been visited before spawn them from a conversation that is at the right moment in the story using the generic create object.
Modifié par Iveforgotmypassword, 02 décembre 2013 - 11:03 .
#12
Posté 02 décembre 2013 - 11:54
This is actually the generic speak trigger. It just has the ipoint as owner because the dryads get created ( with the generic create object) during the convo.
#13
Guest_Iveforgotmypassword_*
Posté 03 décembre 2013 - 08:50
Guest_Iveforgotmypassword_*
Have you got the tags wrong ? Place the dryads don't spawn, delete the trigger and put in a new one making sure you put the owner and conversation name in the string part and the rest in the int part.
That might sound obvious but I had a problem with a conversation not working and it was because I originally put the int in the string or vice versa and no matter what I did it wouldn't work. For some reason the trigger gets "damaged" and the only thing to do is make a fresh one. I tested this on another one putting things in the wrong place and it got broken too.
That might sound obvious but I had a problem with a conversation not working and it was because I originally put the int in the string or vice versa and no matter what I did it wouldn't work. For some reason the trigger gets "damaged" and the only thing to do is make a fresh one. I tested this on another one putting things in the wrong place and it got broken too.
#14
Posté 03 décembre 2013 - 09:45
I simplified the thing and made it work, but of course without the desired effect I wanted. I guess it's OK for now. One dryad, not three, placed and owner. No effects no spawns.
#15
Posté 03 décembre 2013 - 10:40
ga_create_obj ?
#16
Posté 03 décembre 2013 - 11:02
That's what I was using KevL. On the first node, 3 objects. It was actually the same object, same resref and so on, different waypoints to spawn. My only guess is that it had something to do with the fact that they had to be created on the first node, and after that take over the convo by being the speakers. Perhaps first node is a bit unstable for such things? Who knows
.
#17
Posté 03 décembre 2013 - 11:45
idk, try using a blank first node, blank second node, spawn on 3rd
blank 4th, assign them in the speaker field and start chatting on 5th....
prob. be a waste of time and it's just something silly, as per
blank 4th, assign them in the speaker field and start chatting on 5th....
prob. be a waste of time and it's just something silly, as per
#18
Posté 03 décembre 2013 - 11:50
how did you get the current, one dryad to spawn?
- what about using her dialog to spawn the other two
- what about using her dialog to spawn the other two
Modifié par kevL, 03 décembre 2013 - 11:51 .
#19
Posté 03 décembre 2013 - 11:54
I placed her now. Gave up for the spawning, but noted it down to do it later. I placed her just to test her cutscene. Maybe Lilacs will spawn her without problem, I will try this instead of the ga_create_object, and maybe then the other two.





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