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?
Ipoint Conversation Custom Portrait?
#1
Posté 02 août 2015 - 03:56
#2
Posté 02 août 2015 - 06:39
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
- rjshae aime ceci
#3
Posté 02 août 2015 - 07:47
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
Posté 02 août 2015 - 02:31
It's for an internal mental conversation that the player is having with him or herself. This uses the NWN style conversation interface.
#5
Posté 02 août 2015 - 02:56
Use the ipoint to command the player to have the conversation with him/herself. Speaker and listener are both the PC.
- rjshae aime ceci
#6
Posté 02 août 2015 - 03:32
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
Posté 02 août 2015 - 03:35
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
Posté 02 août 2015 - 03:38
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
Posté 02 août 2015 - 04:59
SetOrientOnDialog(oPC, FALSE);
then switch it off again, onDialogExit/Abort





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