Armistice11 Posted July 14, 2007 Author Share Posted July 14, 2007 Sypron, your idea makes sense, and does appeal to my lazier side, but this is one of the big parts of the story in my mod. I want voices to come from every direction, and the player to have to turn to see them. The player is going to be next to the leader in the center, so has full vantage to all the platforms. I don't think the script should be too hard. I believe it will be immensely repetivitve to the point of copy and paste and fill in the blanks. Link to comment Share on other sites More sharing options...
Sypron Posted July 14, 2007 Share Posted July 14, 2007 ALright then, thats your choice. But May I still STRONGLY suggest that you don't involve the NPC's in the conversation itself. Just make each npc's voice play sequentially but as sounds, not dialouge. Link to comment Share on other sites More sharing options...
Vagrant0 Posted July 14, 2007 Share Posted July 14, 2007 ALright then, thats your choice. But May I still STRONGLY suggest that you don't involve the NPC's in the conversation itself. Just make each npc's voice play sequentially but as sounds, not dialouge.You know that actually creates more problems without solving anything right? You would still need some scripting to control it... Except now you'd have to plan the actual timing of each of those sounds so that you don't have a dozen voices playng all at once. Not to mention the whole "lack of text" issue. Dialogues were designed to be strung together like this. There's a neat little result script section for dialogues that lets you make adjustments to scripting variables when that dialogue finishes, and allows you to call the next dialogue. It's actually pretty easy to do once you get it all organized somewhere. There are certainly a few spots in quests that you can look to for ideas of putting it together. Link to comment Share on other sites More sharing options...
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