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Ipoint Conversation Custom Portrait?


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8 réponses à ce sujet

#1
rjshae

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I don't see a means to give an Ipoint a custom icon portrait for when it is used for a conversation. Has anybody found a trick for doing this?



#2
kevL

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have tested that it uses this file for portrait:

Neverwinter Nights 2\UI\default\images\generic\p_m_gradient_bg_blue.tga

Copy-editing it to \Override and reloading from desktop showed a change.


It sorta looks like you'd have to define a custom placeable (for a/the/each iPoint), and figure out how to give them custom rows in Portraits.2da

because 'p_m_gradient_bg_blue.tga' is not a portrait but some sort of default thing -- ah,looks like it's in 'partychat.xml'

    <UIPortrait name="portrait" texture="p_m_gradient_bg_blue.tga" x="40" y="40" width="59" height="66"
    OnRender='UIPortrait_OnRender_RenderConversationPortrait()'
There's options there, albeit time consuming
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#3
Tchos

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There are very few cases where you would actually need to make the ipoint speak in such a way that would display its portrait.  For instance, spawning an IP Speaker using its functions (which is the only way they're intended to be used) never makes the ipoint itself speak directly.  Can you explain what exactly you're trying to do?  If so, I can explain several methods of doing it.



#4
rjshae

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It's for an internal mental conversation that the player is having with him or herself. This uses the NWN style conversation interface.



#5
Tchos

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Use the ipoint to command the player to have the conversation with him/herself.  Speaker and listener are both the PC.


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#6
rjshae

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Use the ipoint to command the player to have the conversation with him/herself.  Speaker and listener are both the PC.

 

Yes that works. The only problem is that the character plays its own greeting sound at the start of the conversation.



#7
Tchos

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Does the switch not to play the greeting not work for the player?  Which function are you using to do it? 

If it's ActionStartConversation, does int bPlayHello=FALSE not work?



#8
rjshae

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Does the switch not to play the greeting not work for the player?  Which function are you using to do it?

 

Ah... well of course it does. *head slap* Thanks.



#9
kevL

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if you find the PC gets jittery (turns about or twitches) try this when starting the dialog

SetOrientOnDialog(oPC, FALSE);

then switch it off again, onDialogExit/Abort