Author Topic: Making the PC initiate dialogue.  (Read 2357 times)

Offline Moonfruit

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Making the PC initiate dialogue.
« on: October 12, 2004, 12:56:10 AM »
OK, I've already read the http://forums.pocketplane.net/index.php?topic=16133.0 topic, but it doesn't seem to help me much. Dialogue has never really been one of my strong points ;)

Anyhow what I am trying to do is the following:

I have 4 characters: the PC, a custom NPC and two external characters (let's just call then EX1 and 2). When the PC wakes after resting at a certain place, the EX1 and 2 will spawn, and the dialogue will go something like this:

PC: *sees them*
PC: (choice 1) *move closer*
PC: (choice 2) *go back to sleep*

Choice 1:
PC: *moves closer*
NPC: Says something
EX1: Says something, etc

I can pretty much figure out the second part using a CHAIN and what not, but my problem is that I am unsure how to get the PC to initialise dialogue with himself (kind of like the Tree Of Life dialogue, except where one doesn't already exist)

Can anyone offer me any pointers?
"This forgotten angel
may fall and cry alone
with clenching fists
and bleeding wrists
insanity is shown

To drink her blood and stain this soul
through suicidal dreams
from tainted fear
no souls shall hear
her shrilling
silent
screams

Impale her now with sharpened knives
as final paths are led
from fatal aim
and growing pain
her heart and soul have bled"

Insanity by ~wickedgirl911

Offline Ghreyfain

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Re: Making the PC initiate dialogue.
« Reply #1 on: October 12, 2004, 06:32:32 AM »
It works the same as any regular dialogue, and uses player1.dlg, I think.
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Offline Kismet

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Re: Making the PC initiate dialogue.
« Reply #2 on: October 12, 2004, 07:46:28 AM »
You have to use SetDialog("dialog") before starting a self-talk and then use StartDialog("dialog",Player1).  This means you don't necessarily have to use player1.dlg for the PC's dialog file.  Just make sure to use SetDialog("") when you're done with the self-talk.
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Offline Ghreyfain

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Re: Making the PC initiate dialogue.
« Reply #3 on: October 12, 2004, 04:16:10 PM »
Are you sure that won't cause problems later on when the player first talks to himself in the asylum, and when the slayer change occurs?
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Offline Moonfruit

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Re: Making the PC initiate dialogue.
« Reply #4 on: October 12, 2004, 04:21:11 PM »
You have to use SetDialog("dialog") before starting a self-talk and then use StartDialog("dialog",Player1).  This means you don't necessarily have to use player1.dlg for the PC's dialog file.  Just make sure to use SetDialog("") when you're done with the self-talk.

Thanx, but do you think you could explain it in a bit more detail?

I think I mentioned before that I'm no good at dialogue ;)
"This forgotten angel
may fall and cry alone
with clenching fists
and bleeding wrists
insanity is shown

To drink her blood and stain this soul
through suicidal dreams
from tainted fear
no souls shall hear
her shrilling
silent
screams

Impale her now with sharpened knives
as final paths are led
from fatal aim
and growing pain
her heart and soul have bled"

Insanity by ~wickedgirl911

Offline Kismet

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Re: Making the PC initiate dialogue.
« Reply #5 on: October 12, 2004, 05:36:00 PM »
Are you sure that won't cause problems later on when the player first talks to himself in the asylum, and when the slayer change occurs?

Hrm, I could have sworn that was how Bioware did it, but after looking into it apparently not.  So, in that case, set the dialog back to Player1 rather than "".  Or, just use Player1 rather than a custom dialog file.
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Offline jcompton

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Re: Making the PC initiate dialogue.
« Reply #6 on: October 12, 2004, 06:49:11 PM »
Are you sure Ghrey didn't unjustly make you second-guess yourself? I believe that every time Bioware invokes PLAYER1 they assign it ahead of time, then de-assign it when they're done.
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Offline CamDawg

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Re: Making the PC initiate dialogue.
« Reply #7 on: October 12, 2004, 07:59:57 PM »
Are you sure you're not just second-guessing Ghrey's second-guessing?

In a vain effort to contribute, I've invoked Player1 dialogues using just a StartDialogueNoSet with the Player1.dlg file--whether or not this is the safest thing to do is another matter. ;)
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Offline SimDing0™

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Re: Making the PC initiate dialogue.
« Reply #8 on: October 13, 2004, 04:37:14 AM »
I have a feeling that if there are state triggers that can return true at any time other than the point at which you're calling the dialogue, the player will be able to click-to-talk themselves. Which is rather bad.

Offline Reverendratbastard

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Re: Making the PC initiate dialogue.
« Reply #9 on: October 13, 2004, 05:57:19 AM »
I have a feeling that if there are state triggers that can return true at any time other than the point at which you're calling the dialogue, the player will be able to click-to-talk themselves. Which is rather bad.

  actually, that sounds downright modworthy.  if a Bhaalspawn doesn't have voices in their head, who does?  some kind of communion to keep the slayer in check (or coax it into other permutations, with practice?
  then there's the risk of somebody hearing you talking to yourself, and questioning your leadership...
the lord of murder shall perish, yadda yadda yadda.

Offline Moonfruit

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Re: Making the PC initiate dialogue.
« Reply #10 on: October 13, 2004, 03:59:50 PM »
Thanx for the help everyone. I managed to get it working, though not without a lot of help and advice from JC.

Cheers mate :D
"This forgotten angel
may fall and cry alone
with clenching fists
and bleeding wrists
insanity is shown

To drink her blood and stain this soul
through suicidal dreams
from tainted fear
no souls shall hear
her shrilling
silent
screams

Impale her now with sharpened knives
as final paths are led
from fatal aim
and growing pain
her heart and soul have bled"

Insanity by ~wickedgirl911

Offline SimDing0™

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Re: Making the PC initiate dialogue.
« Reply #11 on: October 13, 2004, 04:40:27 PM »
I guess we should be pleased that we didn't really need to bother posting anything here at all.

Offline Moonfruit

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Re: Making the PC initiate dialogue.
« Reply #12 on: October 13, 2004, 04:45:44 PM »
I guess we should be pleased that we didn't really need to bother posting anything here at all.
That's not at all what I was trying to say. I appreciate all the pointers I was given here, but as I mentioned many times already I'm not at all very good with dialogues, and JC helped me put everything together.

Hope that makes more sense ;)
"This forgotten angel
may fall and cry alone
with clenching fists
and bleeding wrists
insanity is shown

To drink her blood and stain this soul
through suicidal dreams
from tainted fear
no souls shall hear
her shrilling
silent
screams

Impale her now with sharpened knives
as final paths are led
from fatal aim
and growing pain
her heart and soul have bled"

Insanity by ~wickedgirl911

Offline Reverendratbastard

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Re: Making the PC initiate dialogue.
« Reply #13 on: October 13, 2004, 07:13:17 PM »
I guess we should be pleased that we didn't really need to bother posting anything here at all.

  'be better off talking to yrselves...
the lord of murder shall perish, yadda yadda yadda.

 

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