Guest Messenjah Posted July 2, 2012 Share Posted July 2, 2012 So, recently I've started writing dialogue for some quests. I have a small problem though. I have not yet added the actual voiced dialogue yet but I have recorded some files. I have subtitles set to on in-game. I set up a bunch of random hellos for the hello topic and used getinfaction as a condition, as I want multiple npc's to say these lines and I'm using custom voice files. The other problem, is that I need a bunch of generic greets, but when the player clicks on the npc, they need to say something specific before the player can select any options. Is there a way to set up npc dialogue so that the npc will speak first without using a forcegreet? Link to comment Share on other sites More sharing options...
AllanOcelot Posted July 2, 2012 Share Posted July 2, 2012 In your quest view, go to the misc tab.Here you can create new topics from a pre-defined condition list, such as `hello,'right click and create a new one, lets use the hello topic, change the name to something related to your quest - e.g AOMODTheQuestForAwesomeHelloIn the big right side box, right click again, create a response (because choose hello, this response will be said every time the player approaches the NPC)Lets call my response `Hi,'Click ok, a conditions box will pop up - add an `getis,' condition, and change it to the actor you want e.g AOMODTheShopKeeper,now only our shop keeper will say the line. Just double click on his response in the conditions table and record some audio. Test it in game, every time you approach the shop keeper he will say Hello without having to press E on the player.You can create more and even set them as random in the conditions box to be said randomly.This is useful for creating a bunch of idle talks, hellos, combat yells ect. As for the faction, it is simple enough to just add a conditional check for it,.Hope this helps. Link to comment Share on other sites More sharing options...
Guest Messenjah Posted July 3, 2012 Share Posted July 3, 2012 Yep, that is actually what I had working. For some reason they weren't greeting the player. I think it is because I may have actually forgotten to record for those exact files. Mainly, my issue is that I wanted a specific dialogue to play when you press E without the player having to prompt the npc first before they can respond. :\ For example, I want the npc to shout out that they are selling something and when the player presses E on them, they will advertise for how much without the player asking. Link to comment Share on other sites More sharing options...
gasti89 Posted July 3, 2012 Share Posted July 3, 2012 Your goal can be reached using "idle dialogues". Look at the other merchants (the ones outside the shops). I haven't messed with them, but i think you have to put an idle marker in the point the would shout. Then under the "misc" tab of the quest, create a new "idle" view. Then create the lines and link them to the idle marker (i think you can do it in the idle marker reference too). This way they'll play the lines (regarding condition) without being activated. Then you'll create the "hellos" explained above, wich will fire when you get very close to them and when you press E. Link to comment Share on other sites More sharing options...
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