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Dialog Editing


Keiko

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I was wondering what dialog is there one where you meet Kreia for the first time, and she talks to you by the Kolto Tank room?

 

 

Can someone please tell me?

 

 

 

 

And I was also wondering, how would you make a recruitable NPC walk into the room why Kreia and I were talking? Thanks for eveyones Help!:D

 

 

 

:3pdance:

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Now, when I go to fire my script, it never gets there, Kreia just says Tell me, what is the last thing you remember? Then she stops talking, I try to talk to her, and she says This old woman looks dead, but there is no sign of what killed her.:confused: :confused: :confused:

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Originally posted by DarthSmallz

Now, I cant find where the scrip fires. Im having trouble. Haha:D Is it VO_Res_Ref?

No, there are 4 fields for your scripts:

 

conditional#1

conditional#2

 

Those 2 are for scripts that will determine the availability of dialogue branches, which branch will fire when you speak to the npc.

 

then you have something like

script#1

Script#2

This is where you can attach the scripts you want to fire from the dialogue (actions, spawning stuf and npcs, setting globals and local varialbes, etc etc etc.)

 

VO_ResRef is for the voice over.

 

Tkae the time to read tk102's tutorial: http://www.lucasforums.com/showthread.php?s=&threadid=143356

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If you're using tk's DLGEditor, I suggest you enable displaying of scripts in the menu (both of them).

 

This way you can quickly see what scripts are being used for every node. It will show something like this:

 

ROOT

..... <con1><con2> actual text <action1><action2>

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Make sure you don't use the same file which you had already opened and edited with KT's conversation editor. Just extract the dlg file again (without opening it) and try one more time with tk's editor.

 

If that doesn't help, well.. we'll look for other possible issues.

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On a Reply branch attach a script like this:

 

void main(){
// pause the conversation
ActionPauseConversation();

// change npc_tag to whatever your tag really is
object oNPC=GetObjectByTag("npc_tag");

// this gets your locatoin
location lMe=GetLocation(GetFirstPC());

// this makes the NPC commandable
ActionDoCommand( SetCommandable(TRUE,oNPC));

// this makes the NPC walk to you. If you want him to run, use TRUE instead of FALSE
AssignCommand ( oNPC,ActionForceMoveToLocation(lMe,FALSE));

// you may have to change the 2.0 second delay to some other value to make it 'flow' correctly
DelayCommand(2.0, ActionResumeConversation());

}

 

Then on the next Entry branch, put the NPC's tag in the Speaker field.

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Open up your LordSmallz.utc file in GFFEditor. Check the Tag field and write it down exactly. Then replace the part that says "npc_tag" with whatever you find. Use the quotation marks too.

 

The only other thing you can try changing around is the 2.0 value at the end. That is the number of seconds to wait before resuming the conversation (depending on how far the NPC has to walk to get to you).

 

Of course, if you don't want the NPC to do any walking at all, you don't need the script above. He would just yell across the room then. The only thing you'd have to do is put the Tag of the interrupting NPC into the Speaker field of the Entry branch.

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