RawRawRaul Posted October 11, 2019 Share Posted October 11, 2019 Spent the day searching through object documentation and haven't figured this out properly. I know it's possible to force a scene to play, but I was hoping to get around forcing a scene and just directly have them use a fuz file.Anyhone have any ideas? Link to comment Share on other sites More sharing options...
SKKmods Posted October 11, 2019 Share Posted October 11, 2019 Bunch of different methods, way I have standardised across a number of mods is: (1) In the quest [Misc] setup a new Topic with a unique name, here it is ModNameSay (2) Add a bunch of infos with conditions for the right actor GetIsID or Alias to drive the voice and a GetGlobalValue ModNameSayValue unique number. (3) Then in script you can call each info by its unique number: Topic Property pModNameSay Auto Const mandatory GlobalVariable Property pModNameSayValue Auto Const Mandatory Function SayDialogue(Actor SpeakerActor, Actor TargetActor, Float fInfoNumber) pModNameSayValue.SetValue(fInfoNumber) SpeakerActor.Say(pModNameSay, akActorToSpeakAs = None, abSpeakInPlayersHead = false, akTarget = TargetActor) pModNameSayValue.SetValue(-1) EndFunctionTo see this in action have a look at t where 40 Q&A questions are managed with this mechanism.Edit: to save time faffing around, using sound descriptors and .Play() may look easier but is always becomes arse. Link to comment Share on other sites More sharing options...
RawRawRaul Posted October 11, 2019 Author Share Posted October 11, 2019 Here I was hoping for a: TheCreepyNPCOnTheCorner.say(240975.wav)They never make things easy do they?Thank you very, very much for your help SKK50. Link to comment Share on other sites More sharing options...
SKKmods Posted October 11, 2019 Share Posted October 11, 2019 Try plan B set your wavs up as sound descriptors and then play them like this: Sound Property pFirstThingToSay Auto Const Mandatory ... Sound.SetInstanceVolume(pFirstThingToSay.Play(SpeakerActor), 1.0) ps They wont actually play until you make a BA2 archive so they convert to XWM. Link to comment Share on other sites More sharing options...
RawRawRaul Posted October 12, 2019 Author Share Posted October 12, 2019 Would sound propertly also work for .fuz files and cause lip movement? Link to comment Share on other sites More sharing options...
SKKmods Posted October 12, 2019 Share Posted October 12, 2019 Nope because they are being played from an object not sayed by an actor.Remember I suggested that plan A is better ... there are no good + fast + cheap lunches when dealing with dialogue. Link to comment Share on other sites More sharing options...
RawRawRaul Posted October 17, 2019 Author Share Posted October 17, 2019 Yeah, I was worried about that. Thanks again. Link to comment Share on other sites More sharing options...
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