paladin_lord
It Wandered In From the Wastes
the (beta) A.C.S only simulate a conversation, because as far as we all know its impossible to make the main char learn to speak anything.
the idea of the ACS is to simulate a conversation between two npcs, but one of them was adapted to work as "talk bot" to be used by the main character. the sprite i used for this "speak option" was a small red mine (to remind the pipboy buttons). The big problem i found this far and was unable to solve was the fact that the triggers run only once (after you use one speak you can't go back to that same script) and to use preserve script ruins the entire conversation because it gets stuck in the same node. however for a single shot dialogue it works just fine since it can put together many sentances.
the test conversation goes as below:
1 " iniciate dialogue" ( player clicks on npc and conversation starts, three "mines" spawn around the npc)
2 Oric01 -- *click first "mine"* - hello i am Oric.
or
2 pc_end_con -- *click on goodby mine* farewell (all mine fades, and close dialogue)
2 npc 01 -- *player click on npc* welcome Oric, what can i do for you?
3 oric02 -- bot/player *click second mine* I would like to ask some questions
3 npc2a --*player click on npc* I am listening
4 (intro mines fades away and the question "mines' ... green ... appears on the other side)
5 oricq1 *clicks on the green mine* where can i find some beer?
or
5 oricq2 *clicks second green mine* where can i find some woman?
5 npc_q1_q2 (to both questions) *player click on the npc* i am sorry i don't know.
6 oricq3 -- *click on the return green mine* i would like to talk about something else.
6 npcq3 -- (player click on npc) of course, let us return to the previous conversation.
7 (green mines fade and red mines return ...in other words questions fade and introduction talk return)
8 pc_end_conv (player click on the farewell mine) all mines fade, except for a single special blue mine. (*)
(*)
Now step by step in the Editor;
0 - made up the dialogue in the locale, mission txt doc.
(in the entity editor)
1 - Created the entity PC speak, using small mine sprite in red, green and blue color. (its better to make this entity invulnerable, specially.
(in the level editor)
1 - place the npc with the tag conv_npc and all "mines" and tag them (reds aa1, aa2, aa3 -- greens ab1, ab2, ab3 -- blue special)
2 - Created the players faction for the talk bot named it Playertalk (for the red mines) and playertalk2 (for green mines) and on_offtalk (for the special blue mine)
3 - Created faction for the talk bots and named it neutral (all talk bots use only one faction, obviously it can not be hostile to anyone dawww)
4 - set up the speech nodes through the level editor
5 - set up the triggers (see below)
5.1 -- initial dialogue setting.
C = always
A = deactive playertalk.
5.2 -- initiate dialogue.
C = speech event iniciate dialogue occured
A = set playertalk to statonary at anywere
set click speech to "aa1" -> oric01
set click speech to "aa2" -> oric02a
set click speech to "aa3" -> pc_end_conv
5.3 -- npc_respond_speak_oric_01
C speak oric01 occured
A set click speak to "conv_npc" to npc 01
5.4 -- npc_respond_speak_oric_02a
C speak oric02 occured
A set click speak for "conv_npc" to npc2a
5.5 -- hide_conv_intro_expose_questions
C speech event npc02a occurred
A deactive player talk
set click speak to "ab1" to oricq1
set click speak to "ab2" to oricq2
set click speak to "ab3" to oricq3
5.6 -- npc_respond_q1_q2
C speak oricq1 occurred
A set click speak for conv_npc to npc_q1_q2
5.7 -- npc_respond_q1_q2
C speak oricq2 occurred
A set click speak for conv_npc to npc_q1_q2
5.8 -- npc_respond_oric_q3
C oricq3 occurred
A set click speak for conv_npc to npcq3
5.9 -- hide_questions_expose_conv_intro
C speak npcq3 occurred
A deactive playertalk2
set playertalk to stationary at anywhere
5.10 -- pc_end_conversation
C speak pc _end_conv occured
A deactive playertalk and playertalk2
set click speak for conv_npc to iniciate dialogue
BETA NOTE _ after the tests i realized that to the ACS is 100% functional only for a single time dialogue, neither its a long one or a short one, but it works in that manner and i guess some dialogue is better than no dialogue at all. if anyone has more information about how to improve it please do so. i have few other notes about how it could be lightly improved (ex instead of keep clicking on the npc to get his lines the talk button could have its speak filled in the custom name of the entity (as long as there is room for it) and once click on the button could activate force talk of the npc (windowed this time) making the dialogue quicker. i will post any progress of other upgrades as soon as i have time
the idea of the ACS is to simulate a conversation between two npcs, but one of them was adapted to work as "talk bot" to be used by the main character. the sprite i used for this "speak option" was a small red mine (to remind the pipboy buttons). The big problem i found this far and was unable to solve was the fact that the triggers run only once (after you use one speak you can't go back to that same script) and to use preserve script ruins the entire conversation because it gets stuck in the same node. however for a single shot dialogue it works just fine since it can put together many sentances.
the test conversation goes as below:
1 " iniciate dialogue" ( player clicks on npc and conversation starts, three "mines" spawn around the npc)
2 Oric01 -- *click first "mine"* - hello i am Oric.
or
2 pc_end_con -- *click on goodby mine* farewell (all mine fades, and close dialogue)
2 npc 01 -- *player click on npc* welcome Oric, what can i do for you?
3 oric02 -- bot/player *click second mine* I would like to ask some questions
3 npc2a --*player click on npc* I am listening
4 (intro mines fades away and the question "mines' ... green ... appears on the other side)
5 oricq1 *clicks on the green mine* where can i find some beer?
or
5 oricq2 *clicks second green mine* where can i find some woman?
5 npc_q1_q2 (to both questions) *player click on the npc* i am sorry i don't know.
6 oricq3 -- *click on the return green mine* i would like to talk about something else.
6 npcq3 -- (player click on npc) of course, let us return to the previous conversation.
7 (green mines fade and red mines return ...in other words questions fade and introduction talk return)
8 pc_end_conv (player click on the farewell mine) all mines fade, except for a single special blue mine. (*)
(*)
Now step by step in the Editor;
0 - made up the dialogue in the locale, mission txt doc.
(in the entity editor)
1 - Created the entity PC speak, using small mine sprite in red, green and blue color. (its better to make this entity invulnerable, specially.
(in the level editor)
1 - place the npc with the tag conv_npc and all "mines" and tag them (reds aa1, aa2, aa3 -- greens ab1, ab2, ab3 -- blue special)
2 - Created the players faction for the talk bot named it Playertalk (for the red mines) and playertalk2 (for green mines) and on_offtalk (for the special blue mine)
3 - Created faction for the talk bots and named it neutral (all talk bots use only one faction, obviously it can not be hostile to anyone dawww)
4 - set up the speech nodes through the level editor
5 - set up the triggers (see below)
5.1 -- initial dialogue setting.
C = always
A = deactive playertalk.
5.2 -- initiate dialogue.
C = speech event iniciate dialogue occured
A = set playertalk to statonary at anywere
set click speech to "aa1" -> oric01
set click speech to "aa2" -> oric02a
set click speech to "aa3" -> pc_end_conv
5.3 -- npc_respond_speak_oric_01
C speak oric01 occured
A set click speak to "conv_npc" to npc 01
5.4 -- npc_respond_speak_oric_02a
C speak oric02 occured
A set click speak for "conv_npc" to npc2a
5.5 -- hide_conv_intro_expose_questions
C speech event npc02a occurred
A deactive player talk
set click speak to "ab1" to oricq1
set click speak to "ab2" to oricq2
set click speak to "ab3" to oricq3
5.6 -- npc_respond_q1_q2
C speak oricq1 occurred
A set click speak for conv_npc to npc_q1_q2
5.7 -- npc_respond_q1_q2
C speak oricq2 occurred
A set click speak for conv_npc to npc_q1_q2
5.8 -- npc_respond_oric_q3
C oricq3 occurred
A set click speak for conv_npc to npcq3
5.9 -- hide_questions_expose_conv_intro
C speak npcq3 occurred
A deactive playertalk2
set playertalk to stationary at anywhere
5.10 -- pc_end_conversation
C speak pc _end_conv occured
A deactive playertalk and playertalk2
set click speak for conv_npc to iniciate dialogue
BETA NOTE _ after the tests i realized that to the ACS is 100% functional only for a single time dialogue, neither its a long one or a short one, but it works in that manner and i guess some dialogue is better than no dialogue at all. if anyone has more information about how to improve it please do so. i have few other notes about how it could be lightly improved (ex instead of keep clicking on the npc to get his lines the talk button could have its speak filled in the custom name of the entity (as long as there is room for it) and once click on the button could activate force talk of the npc (windowed this time) making the dialogue quicker. i will post any progress of other upgrades as soon as i have time