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Module Release: The Darkening Sky: Prologue


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#51
kevL

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There is a way to allow you to at least start the conversation with a party member, without switching to the main PC, and retain the cinematics, but you won't be able to switch characters during the conversation.  For instance, if a conversation begins unexpectedly, as it sounds like will happen in this module, and you happen to be controlling a character with the wrong skill sets for the situation, or even if you intentionally begin a conversation and only then do you find out what skills will be required, you can switch to that character with party chat, but not with a cinematic.

 

That's fine by me at least. It just means, reserve cutscenes for movie-like plot advances, and let the more intricate skill-related dialogs use SoZ chat. An easy bit of foresight by a/the designer ought handle various situations, Imo.


  • Tchos et ColorsFade aiment ceci

#52
andysks

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CreateIPSpeaker I think it is. I used it in one occasion and it worked sweet. Will use it again for certain once I need something like that.



#53
Eguintir Eligard

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Ïn answer to letting any character speak. There is a way to do this and change nothing else. It is very simple. It just has to be done on every conversastion, by marking the NPC.

 

The option is "Allow/Can speak with with non-player owned characters" or something very similar. click the check box to TRUE.

 

This would handle the warping because it isn't the warping I am worried about. It's the warping of my WIZARD to the front when I clearly had my palidin leading the party every time I converse with anyone. Also the jarring swap of characters when I am only having a minor conversation or vendor purchase really forces the warrior PC because of the constant swapping.

 

As for conversation distance, it is in the module properties. 20 is a good  number.

 

But cut scenes have their own very forceful script, that you can change yourself. For example, you can the party automatically move into a formation (say by their character order) such as a diamond, so that anyone straggling way behind in a dungeon will be there on time for a big cut scene.

 

This same script does a number of things, such as resurecting and otherwise making everyone conversible.

 

Now back to setting that "converse with non player owned characters" variable. Since you have to do it with every creature/NPC, here's an easy way to handle the ones who don't spawn (already painted in game). Open those areas, drag select all creatures only and check the variable.

 

As for creatures that spawn from blue prints, you can select only campaign or module level creatures to show. Shift select them all and set the property. If I recall, you can shift and highlight the blueprints.


Modifié par Eguintir Eligard, 12 mars 2014 - 07:15 .


#54
Eguintir Eligard

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Since I can't edit apparently with this oustanding near forum, just assume the last "PC" in my post reads as NPC/creature



#55
Tchos

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That's fine by me at least. It just means, reserve cutscenes for movie-like plot advances, and let the more intricate skill-related dialogs use SoZ chat. An easy bit of foresight by a/the designer ought handle various situations, Imo.

 

I think that would be wise.

 

CreateIPSpeaker I think it is. I used it in one occasion and it worked sweet. Will use it again for certain once I need something like that.

 

Yes, that's it.  It's in one of the #include files.  Something like ginc_speaker.

 

Since I can't edit apparently with this oustanding near forum, just assume the last "PC" in my post reads as NPC/creature

 

Try refreshing the page.


  • rjshae aime ceci

#56
kevL

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ayep,

 

CreateIPSpeaker() in 'ginc_ipspeaker'


  • rjshae aime ceci

#57
Eguintir Eligard

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This is part of the reason of doing a prologue release. Imagine doing these updates on the WHOLE game :o


  • ColorsFade aime ceci

#58
ColorsFade

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This is part of the reason of doing a prologue release. Imagine doing these updates on the WHOLE game :o

 

No question! 

 

The prologue was very much a learning experience. The toolset remains a learning experience, but less so now. What I was hoping to get out of the prologue was a defined way of doing each task. The 'best' way to handle certain scenarios, so I could go back and repeat that technique as I wrote the subsequent chapters. 

 

I'll go back and tweak the prologue conversations so I can get these techniques and function calls set in stone, then move forward. 

 

I appreciate all the help folks. 



#59
ColorsFade

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Oops, posted this to the wrong thread. 

 

http://forum.bioware...nal/?p=16247198