davidlallen Posted February 26, 2011 Share Posted February 26, 2011 I have a bad guy who controls one particular trapped vault from a secret control room. As you go through and set off traps, he taunts you. I have made several tries to implement this but I can't quite get it. Can anybody suggest an approach? I thought of using playsound2d, but then there is no way to get a subtitle for the dialog. I tried placing loudspeakers (TalkingActivator) at different locations. However, in a few cases, I can't tell where the player will be when a taunt is supposed to happen. I always want it to be audible to the player as long as they are still in the vault. I tried using an "empty" NPC creature with a follow package; I chose the "crvoid" creature which has an empty nif and created the follow package. It's invisible, so I can't see it, but it doesn't seem to be able to move. I place the creature at some starting location. Taunts which come when the player is close to the starting location are audible but once I move away they are no longer audible. I currently have the follow package attached to an eyebot. This works, and I can use setactoralpha to make it invisible. But, if the player happens to be facing towards the eyebot, the screen shows "(E) Activate speakerbot". Even when it's invisible. Is there something I can do to get rid of the activate choice? I thought of somehow getting rid of the collision box for the NPC, but it's a skeleton, and I don't know how to work with skeletons in nifskope. I'm pretty sure deleting the collision box would be a hack anyway. Any suggestions? I feel like I'm "close" with the speakerbot. Link to comment Share on other sites More sharing options...
Shnissigga Posted March 2, 2011 Share Posted March 2, 2011 How open ended is your vault? Perhaps compromise and make it a more linear progression through the vault. (i.e. blocking hallways off with rubble or desks/tables) and forcing the player to enter the area where a taunt can be made through the speakers. I liked the speaker system the most, seems like it would also be less of a hassle to try and script an invisible follower, who could get caught on something as the player explores the vault, or who knows what else. However if your dead bent on having an invisible flying speakerbot, there has to be a way to make it non interactive. If I remember in fallout3 those enclave speakerbots weren't interactive. Can they attack? if not perhaps make them an enemy I'm also pretty sure you can't interact with enemies while their in combat, it's not a perfect idea but hope it helps. My vote is speaker system still though. Link to comment Share on other sites More sharing options...
davidlallen Posted March 2, 2011 Author Share Posted March 2, 2011 I have found a solution. Initially I tried the "crvoid" creature but it was hard to debug since it is invisible. I could not really tell if it was following. I changed to an eyebot model and thoroughly(?) debugged the follower package and related scripts, where I could see whether or not it was following. That seems to work well now. As an experiment, I tried changing the working speakerbot *back* to a crvoid creature. This seems to be working fine! There is no flying blind spot where you get an unexpected (E) choice. For my particular project, this is much better than a number of loudspeakers. It is possible that the player needs to be taunted, because another NPC has done something elsewhere in the level. So there is no way to predict where the player might be at the time. Link to comment Share on other sites More sharing options...
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