Aller au contenu

Photo

I don't get how the party triggers work.


4 réponses à ce sujet

#1
Akka le Vil

Akka le Vil
  • Members
  • 1 466 messages
Okay, I've been trying to understand some of the working of the toolsets, but the results have left me completely confused, so I'm left with asking for help here.

I've been trying to make the "trigger locations" that make a party member comment on the location, not being one-time-only activated.
For example, when you get near the Halla in the Dalish camp, someone will comment about them, but only once in the whole game - if you come again later, nothing will happen.

For what I've seen, these comments are in the "party_barks.dlg" files, refering to the flags in "genpt_party_triggers.plo". And here is when I start to be lost.
I thought it was rather obvious at first : the dialogues trees have a "once in the game" visibility, and the flags have "repeatable" column set to "no".

I made some test taking a save before I ever entered in Denerim (in case things are set once the map is loaded once), and focused on the two trigger locations of the center marketplace (the big tent) and the place just outside "the Wonder of Thedas".
I tried to put "once in conversation" or "normal line" at first. Then I put it back to "once in the game", and put the "repeatable" flag on "yes". In both case, I ended with a weird result : one of my character simply repeated the comments that she's supposed saying when getting out of the Redcliffe's Chantry...

Now I really don't get how making the Denerim's Market flag repeatable would make a character speak a line from a Redcliffe's flag, nor why two different properties (line visibility and flag repeatability) would end up doing that, but I'm really at a loss about the whole thing, and I'm asking for help :x
If someone could just explain me how this part is supposed to work, because I'm at the end of my wits here.

#2
Akka le Vil

Akka le Vil
  • Members
  • 1 466 messages
Edit : okay, I got why the seemingly unrelated changes had the same effect ; it was simply a problem of exported content overriding the normal data.

Modifié par Akka le Vil, 24 mars 2010 - 03:48 .


#3
Akka le Vil

Akka le Vil
  • Members
  • 1 466 messages
Now I'm still wondering how the heck the "barks" do work. I tried "normal line" rather than "once in a game", still the location triggers only one discussion, and nothing happens if I come back later

I tried to put "yes" in the "repeatable" column of the genpt_party_trigger, the only effect I get is that the characters start to repeat the this line for OTHER trigger locations - I really don't understand how the hell the whole thing work.



I would gladly accept any explanation/hint/whatever that helps me to sort it out.

#4
DavidSims

DavidSims
  • BioWare Employees
  • 196 messages
Party barks are triggered by a trigger called gentr_party_triggers, with a script of the same name. At the top of the script, it checks if the trigger is active, and at the end of the script, it sets the trigger inactive. IF you want to get rid of the do once, remove the "WR_SetObjectActive(OBJECT_SELF, FALSE);" from the end of the script (gentr_party_triggers.nss).



However, this trigger will fire for any party member entering the trigger. Without the do once, you'll likely fire the line 4 separate times as your party runs through the trigger. You may wish to modify the script so only the main controlled character can trigger it, or possibly only the hero.



You’ll also have to remove the “Only show line once per game” visibility, which you’ve already done. However, that won’t be enough. You’ll also have to unset the plot flag that each dialog branch has as it’s condition, so that the branch doesn’t remain active for other triggers.


#5
Akka le Vil

Akka le Vil
  • Members
  • 1 466 messages
Ouch, rather complex.

Thanks for the input though, I'll try to make it work ^^



Just as an aside/feedback : the reason why I tried so hard to make the party barks repeatables, was that one conversation subject with Sten (about the children) is, as far as I could see, ONLY activable through a SINGLE ONE of these party bark (the one in the said Denerim market).

It means that if you don't bring Sten with you the first time you set foot on the market, you'll never have this conversation subject available.

I'm not sure it was "working as intended" (as it seems very easy to lock you out forever from being able to get the dialogue, while the Chantry and Mage conversation lines can be triggered by random banter between your party members, hence are always available in the end).