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Does anyone know how to do this?


mrdefender

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Dialogues that only have one entry node are displayed as bubbles. Depending on what you want to do you can also use the ActionBarkString(int strRef) command in a script. This won't play voice over, though, unless there is a also a SoundResRef defined for this line in dialog.tlk.

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Yah I want to use them in scripts.

 

So ... ?

 

ActionBarkString("Look At Me"); ?

 

That doesn't work unfortunately. BarkString() only allows dialog.tlk StrRefs to set what text should be displayed, not script strings. Thus if you want to use it you'll have to add the text to display to dialog.tlk. For example:

 

BarkString(oSpeaker, 120000);

 

...would bark the text found in the entry at StrRef 120000 in dialog.tlk.

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The one-entry dialogue option also works with scripts. It was done this way on the screenshot in fact. The player walks over a trigger. The script for the trigger starts a conversation with an invisble placeable. The starting nodes in the .dlg file only have one entry each so that the line is displayed as a speech bubble. The script command for starting dialogues would look like this:

AssignCommand(GetObjectByTag("dlg_owner_tag"), ActionStartConversation(GetObjectByTag("tag_object_to_converse_with"), "convo_name"));

 

ActionBarkString or BarkString are useful in heartbeat scripts. For example, on Peragus, Atton walks around after you freed him. He uses a computer console when he reaches it, then barks a curse ("Stupid computer") and continues walking around again.

 

If the line you want to display as a speech bubble is not in dialog.tlk then you are probably better off by making a one-line .dlg file.

 

Since the latest version of TSLPatcher allows to add entries to dialog.tlk and reference them in scripts you could still use Barks if you like. :)

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