Enigma65 0 Posted May 8, 2002 Aculaud, In your mission Terror Tactics, how did you set up the text conversations between the player character and the AI personages? Is it a combination of triggers or did you have to write a special script for that? Â I'm trying to do the same for a mission I'm creating. Share this post Link to post Share on other sites
Enigma65 0 Posted May 9, 2002 59 views of this question and not one reply. Â Does this mean I am missing something so simple that the question is idiotic? Â Or is what I am trying to do just so complicated, nobody has the answer? Just looking for a pointer here, not a dissertation. Cheers, Enigma65 Share this post Link to post Share on other sites
ralphwiggum 6 Posted May 9, 2002 why don't you send a PM to acculaud? Share this post Link to post Share on other sites
Enigma65 0 Posted May 9, 2002 I will but first wanted to see if anyone else had any suggestions. Â Also figured Aculaud would have seen this post and responded. Perhaps the answer to my question is a national security issue. Share this post Link to post Share on other sites
Bart.Jan 0 Posted May 9, 2002 It can be done by script (activated by trigger). It's not too complex. Share this post Link to post Share on other sites
RED 0 Posted May 9, 2002 Just make a simple script like : </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> titletext ["You need to look at the command referance !","PLAIN",2] ~5 titletext ["Thank you Red you are so wise","PLAIN",2] <span id='postcolor'> That will display the first text then the second bit after 5 seconds RED Share this post Link to post Share on other sites
KingN 251 Posted May 9, 2002 In fact, I have used that kind of conversation once. I did it this way: -activate the coversation by conv=true trigger1: condition:conv on activation:conv2=true effects/text/bottom: Hi trigger2: condition:conv2 on activation:conv3=true countdown: min:3 Â max:3 Â mid:3 effects/text/bottom: Hello, How's it going? trigger3: condition:conv3 on activation:conv4=true countdown: min:3 Â max:3 Â mid:3 effects/text/bottom: Not bad... and so on... But I think that the RED's one is maybe better and quicker... Share this post Link to post Share on other sites
Enigma65 0 Posted May 9, 2002 Excellent. I was thinking in terms of something like what you both describe. This puts it in better perspective for me. I will try this tonight as I continue building the mission. Thank you for the help. Share this post Link to post Share on other sites
Chris Death 0 Posted May 9, 2002 Well, using trigger's and variables for that is a way, but i would rather use a gamelogic and it's waypoints (or even a script). Here's the gamelogic version: Create a unit - side = gamelogic Let the gamelogic wait at this waypoint until you want the conversation to be started. :note - you can syncronize this waypoint with a trigger, with some other waypoint, or you can use the condition field (like in that example above cond-field: conv) If you are using the syncronize way remember, you can setup gamelogic's waypoints with type: AND/OR The type AND means, if you syncronize this waypoint with (let's say) 3 different triggers, it will wait there until all of these 3 triggers became activated. If you use the type OR and you syncronize it again with 3 different triggers, only one of these triggers has to become active. OK, this was how to let the gamelogic sit and wait, until the conversation starts, now to the conversation itself. Create waypoint after waypoint (as much waypoints as you need to setup the conversation), and use the effect's menu of the waypoints (you can also use the activation field for that) Also you can setup timeouts for the waypoints, same like with waypoints of real units, to set delays between your cutscene. You can also change music, use the camera effects etc. - just play around with it and you'll see how potential the gamelogic's are for doin that. btw - you can also use these gamelogic waypoints for syncronizing with waypoints of other soldiers so that they wait, until the gamelogic reached it's waypoint. And one last (just for info) - a gamelogic doesn't need to walk from waypoint to waypoint, it hops imidiately from one to the next (except you use timeouts/conditions or sync it with triggers/waypoints). hope this wasn't toooo confusing ~S~ CD Share this post Link to post Share on other sites
Enigma65 0 Posted May 10, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">hope this wasn't toooo confusing<span id='postcolor'> DV Chris Death, I had to call my local EMT's because I thought my head was exploding after reading your suggestion. Â Someday, I hope to get to the level you are but for now, I think I'll stick to the very basics. Â I am learning fast. Â This is a powerful game but it takes me time to figure all the nuances of the editor. Â Makes it fun though. Â You really can be very creative with the mission editor. So far, I've created a pretty good "test conversation" with the script advice from those posting previous to you. Â It is working well. Â Thanks to you all. I'll look into the "game logic" issue a bit later. Â Do you have anything I could read on the subject? Â Are there tutorials dealing with game logic? Thanks again. Share this post Link to post Share on other sites
Chris Death 0 Posted May 10, 2002 You could register (if you aren't already) at the forum on http://www.ofpec.com There you go for the Hints and Tips section, and watch out for a thread called: The potential of gamelogic units If you are already registered to their forums, just click on the link below: http://www.ofpeditingcenter.com/cgi-bin....4605694 If this doesn't make sense to you, just read it again and again (took me 2 times, to accept that this is stuff i may need). ~S~ CD Share this post Link to post Share on other sites