Pocket Plane Group
Miscellany, Inc. => Infinity Engine Modding Q&A => Topic started by: Diana on July 20, 2004, 02:04:02 PM
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While reading tutorials, perrusing downloaded mods I am wondering if this would work in a branch as I've only seen the IF ~~ THEN used in connection with SAY and REPLY.
IF ~~ Morph4
DO ~DisplayStringNoName(Player1,@42)~ GOTO Morph5
END
I've don't want to try using the DisplayStringNoName via script as I still haven't learnt enough on how to assign text strings to scripts via the .tp2.
Thanks.
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While reading tutorials, perrusing downloaded mods I am wondering if this would work in a branch as I've only seen the IF ~~ THEN used in connection with SAY and REPLY.
IF ~~ Morph4
DO ~DisplayStringNoName(Player1,@42)~ GOTO Morph5
END
I've don't want to try using the DisplayStringNoName via script as I still haven't learnt enough on how to assign text strings to scripts via the .tp2.
You'd still need a SAY line in there. You can't have a dialogue state without a SAY line.
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Damn! I was afraid of that. Thanks.
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Okay - just tried something - this DisplayStringNoName doesn't work like MultiSay - I guess I have to braek it up into a series of IF ~~ THEN blocks to get the 3 paragraph story displayed. Have to test further.
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It might really be worth your while to investigate the art of cutscene creation at this point... :)
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It might really be worth your while to investigate the art of cutscene creation at this point..
*groan*
I've already started dissection and analysis
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It might really be worth your while to investigate the art of cutscene creation at this point... :)
OK, that picks up my interest. I want to give PC time to kill the enemy *while* enemy is talking (ie displaying-strings-heads at equal intervals) Can I handel it within a cutscene? Ie can my PC have the full control of the party within the cutscene?
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The nature of a cutscene disables player input, but you could have a CRE run a script to display strings and so forth.
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OK, that picks up my interest. I want to give PC time to kill the enemy *while* enemy is talking (ie displaying-strings-heads at equal intervals) Can I handel it within a cutscene? Ie can my PC have the full control of the party within the cutscene?
If you want the PC to actually attack him using regular in-game game mechanics, then you could just have the guy's script have something like this:
IF
Delay(4) // This will give the player four seconds to read his floating text
Global("StartRant","GLOBAL",1)
THEN
RESPONSE #100
DisplayStringHead(Myself,~When I was your age...~)
SetGlobal("StartRant","GLOBAL",2)
END
IF
Delay(4) // This will give the player four seconds to read his floating text
Global("StartRant","GLOBAL",2)
THEN
RESPONSE #100
DisplayStringHead(Myself,~...adventurers had respect for their elders! Why, I remember the time...~)
SetGlobal("StartRant","GLOBAL",3)
END
IF
etc.
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Yes, that was the sort of thing I was thinking I will end up with... Thank you.