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Do the body/face animation buttons work in the conversation interface?


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18 réponses à ce sujet

#1
Groove Widdit

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Hey, do those animation buttons work in the conversation builder? How do you use them, exactly? I tried to google it, but couldn't find anything, and I don't want to experiment around with the toolset. It looks like they'd fire if you went down a certain branch in the dialogue, but I couldn't figure out how to put them in there.

#2
rjshae

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Yes they work (or at least the body animations work) if the creature has an animation of that type. You select the creature to animate (conversation owner or player) then click on the animation in the list. An asterisk then appears next to the selected creature indicating it has been assigned an animation.

 

Why wouldn't you want to experiment with the toolset?



#3
Groove Widdit

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Ha ha! I got it to work. He's acting drunk. I don't suppose you know how to turn the dialogue cutscreen on and off, do you? Thanks, man. I haven't used the 2 toolset that much and I'm afraid to screw up.

#4
Tchos

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If you mean use a dialogue box instead of a letterboxed cinematic, open the conversation and look in its properties.  There's a box for "NWN1-style dialogue" and another for "Party Chat".  The first gives you a single character dialogue box, and the other gives you the party dialogue box that allows you to select which character speaks for the party.



#5
Groove Widdit

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Okay got it. Thanks. Wow, these animations really make the dialogues fun. They really imbue the game with character! Is there a way to look at the actual animation script? So you can put it in somebody's onheartbeat?

#6
kamal_

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Okay got it. Thanks. Wow, these animations really make the dialogues fun. They really imbue the game with character! Is there a way to look at the actual animation script? So you can put it in somebody's onheartbeat?

You can put the PlayCustomAnimation function in their heartbeat, here is a list of the animations

http://nwn2.wikia.co...t_of_animations

 

I've done heartbeats for most of the more common actions, plus added some features like ensuring an npc will have an appropriate item automatically. It should save you plenty of time.

http://neverwinterva...ric-commoner-ai



#7
Groove Widdit

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Oh, so I can put a mug in his hand so he's actually drinking something? That would be useful. That list is great! Now I'm stuck on how to check a condition in a line of dialogue--whether the party has more than 299 gold. The internet and the manuals explain what they are, but nobody goes through the actual proceedure.

I found this, but I'm just too damn stupid to figure out how script it and get into the line of dialogue:
gc_check_gold int nGold int bMP If nMP is false, return true if the PC has more gold than nGold. If nMP is true, return true if every PC has more gold than nGold.

#8
rjshae

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You select the line of conversation that you want to control, click on the 'Conditions' tab down at the bottom, then 'Add' and select the 'Script' from the menu. You may need to click 'Refresh'. At that point you can fill in the fields. The condition will appear next to the conversation line you selected.



#9
Groove Widdit

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I wonder if there's a script for juggling or tightrope walking.

#10
Groove Widdit

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You select the line of conversation that you want to control, click on the 'Conditions' tab down at the bottom, then 'Add' and select the 'Script' from the menu. You may need to click 'Refresh'. At that point you can fill in the fields. The condition will appear next to the conversation line you selected.

 

Thanks.



#11
Groove Widdit

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How the heck do you take gold away from the party during a conversation? I tried ga_takegold and it works, but it gives the gold back to the party.

#12
Dann-J

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Who owns the conversation? If you're talking to a party member, then you might simply be transferring gold from the player to another party member (which will go back to the player).

 

It seems that the default value for bDestroy in the TakeGoldFromCreature() function is FALSE, which means the current script will attempt to transfer the gold to the conversation owner. A modified version of GA_TAKE_GOLD that specified a bDestroy value of TRUE would prevent party members from recycling party gold.

 

So:

 

TakeGoldFromCreature( nGold,oPC );

 

would have to be:

 

TakeGoldFromCreature( nGold,oPC, TRUE );



#13
Groove Widdit

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Yeah, it's going to a henchman who's joining the party and it looks like it is recycling back to the party, but I want the gold to disappear. I'd like to try that, but I can't figure out how to change ga_take_gold in the conversation editor. I can see the code down there, but can't alter it.

#14
4760

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If you click on the line where ga_take_gold is, below the conversation tree (not at the right, where the actions and conditions are shown in front of the line they refer to), don't you have text boxes labelled with variables names in front of them? On the third one, just change 0 (or FALSE) to 1 (or TRUE).

You may have to select the "actions" tab first to be able to see these parameters.



#15
Groove Widdit

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I can do that. But I'm trying to go in an change the actual lines of code like Dann-J is saying. I know how to do this in the properties scripts, but I can't figure out how to do it here in the convo tree.

#16
Dann-J

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Go to the 'File' menu at the top left of the toolset and choose 'Open conversation/script' (or something similar, I'm working from memory). Filtering on the word 'gold' should allow you to locate and open the script easily enough. Once you make the change in the script editor and try to compile the script, you'll get a warning that you're trying to edit something read-only, and the toolset will make a local copy of the script in that particular module.



#17
Groove Widdit

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It worked! Thanks dude! Now I'm trying to figure out use a random number to decide between a set of conversation branches to send the player down. Something like this:

    int nRandom = d3(1);
    switch( nRandom ) {
        case 0:
            [convo branch 1];
            break;
        case 1:
            [convo branch 2];
            break;
        default:
            [convo branch3];
            break;



#18
Dann-J

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There is a script in the game that does that: gc_rand_1of.

 

The script notes say:

 

// gc_rand_1of
 
/*
    Used to randomly pick a dialog response.
    Use paramaters 2 through X for each entry after the first, decementing by 1 for each branch going down.
    Example:  3 entries would have the following conditionals:
    gc_rand_1of(3)
    gc_rand_1of(2)
    The final entry doesn't need a check since it is a certainty.
*/



#19
Groove Widdit

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Ah, okay I found it--it's a conditional. I'll have to experiment around with this.