tagnames being stripped

MagnumOpus said:
I think that for testing purposes i'll just copy your example instead of converting catfish bob, because converting him would take a lot longer. gonna have to wait till tonight sometime to try it.
I was going to say make sure you back up the map or at least save the triggers first just in case.

Take some screenshots please, that way we can tie them into the tutorial.


MagnumOpus said:
i was thinking of trying it with max_1_F = {} without the fullstop because even without it doesnt a speech event still occour? that way even if there were an instance of doublespeech you wouldnt see it.
There has to be something between the brackets in the text file otherwise the clickspeech doesn't happen. Maybe a space and/or \n will do. But as long as the click speech is floating not windowed there won't be any doublespeech, you won't see the . anyway as the world text window will obscur it.
 
it keeps displaying the frist menu over and over for some reason. i'm having trouble figuring out what i'm doing wrong. looks like i'm going to be messing with this for a while.

i may have made an error somewhere, though i have checked things pretty thoroughly. if i haven't made an error then im wondering if displaying world text interferes with the trigger recognising speech event occoured.
 
Email me the map and speech file. A fresh pair of eyes might see something that's been missed.

I've set up my own test map and it works, the actual mechanics of making Max join your squad or turning him hostile might need some work but the changing the text due to your choice of letter works perfectly.

BTW it does work with a space rather than a fullstop for the floating speech.
 
i didn't get very far with building the map because i couldn't get things to work. i'm glad you did. i probably just need to start over and try it again. if you figure out what it did wrong before i do let me know. its probably a silly mistake.

edit

wait a sec........ I put the actual dialogue in with the generic mission file. was i just supposed to put it with the regular speech file?
 
Yes dialogue and world text goes in a seperate speech file for each map, the generic_mission.txt is only for mission names etc though it can be used for holodisk text which the player might need to access from any map.

I just cut a section out of one of the mp maps and added the triggers, or for test maps you can just drag a selection of floor tiles and just add the entities, triggers and import a speech file.
 
i've been looking it over all day and i just don't get it. it should work.

i found two errors with the tagnames for the choice items, but even after fixing them it still doesn't work.

did you find anything in the files i sent you?
 
For a start max isn't on a player index, the world text being in a seperate file doesn't help. At the moment I'm not even getting the first speech open.

I don't know why you are setting the initial click speech via a trigger. This can set from a pull down list in the level editor, just click on the actor to edit and choose the click speech (it's below the starting stance). You'd only need to use a trigger to set it if you wanted to change the speech tree based on gender, race, intelligence or charisma. Or if the actor starts off with no dialogue and will only talk to you if you complete some other objective first.
 
looks like i made some rookie mistakes. the system works like a charm now. all thats left to do is add some triggers for recieving rewards for taking max to dogmeat, and bringing dogmeat back to max.

i have a bunch of stuff to do today so ill probably have the file, and some screenshots ready on my site tomorrow or the day after. I'll make the map look halfway decent too.

when we're all done do you want to put the map on NMA for download so that those interested can see exactly how it works?
 
MagnumOpus said:
when we're all done do you want to put the map on NMA for download so that those interested can see exactly how it works?
If you want, you can do the tutorial as a html file, linking to the screenshots and bundle the whole thing up with the map, speech file and entities.

Did you get my email with my example map?
 
yes i got your map and it would have cleared everything up for me if i hadn't read your post on the forums first lol.

I'd do the html tutorial, but unfortunately i dont know a single thing about coding html. I should probably sit down and teach myself html sometime.

i sent you the mod in an e-mail so that you can go over it and see if you find any errors and such. seems to be working as planned though.

there's probably a much easier way to do the rewards part of the mod. I'm almost certin i overdid it, but it does work.

when i get time ill post some screen shots, explinations, examples of speech files, and triggers. perhaps you could put the speech i post on a notepad, add the nessecery html, and link to the pics. let me know if anything needs reworking before i go ahead with it though.
 
Requiem and Opus; the work ya-all are doin here is laudable, dont get me wrong. But if we're gonna have these speech-wand letters in the backpack to have conversations, well, there'll be lots more clickin (& a bit o draggin) to have a con that should just be clickin on what you say. Folks'll just lament this as a bridgeing system, wish one existed that worked like a regular CRPG. You, yourselves, on completing this system, will immediately start thinkin of how to lose the wands, i figure. Why not make version 2 first, eh?
NWN1 used ta have henchman-NPC items they wouldn't trade or drop, just scripting items like you've talked about really, but all breathed a sigh of relief when they vanished after an expansion...
Is there no way to store the variables? Like is alreadytalkedto=true, check if tandi_rescued >0, can't this just be stored in a new, mod specific folder? There's gotta be a way! I'm new ta FOT scripting but geeze, louise- there's gotta be a way.
This bit of entity tags bein stripped; does that mean i meet bob on map A, go to map B, return A, bob the NPC who stayed here has lost his tag? If it's only team mates, shit, you can write a lotta yarn without givin the fodder any meaningfull dialogue... still, haven't really absorbed all you've said yet, need 2-3 days study... mebee I'm yet talkin out my ass.

"Death closes all; yet ere it come, let some work be done as befits
men who strove with gods."
 
kingmarco66 said:
Folks'll just lament this as a bridgeing system,
After 6 years without any sort of speech tree beyond Endocore's clone system I think modders will be grateful for anything that works.

kingmarco66 said:
You, yourselves, on completing this system, will immediately start thinkin of how to lose the wands, i figure.
I figure I won't.

kingmarco66 said:
NWN1 used ta have henchman-NPC items they wouldn't trade or drop, just scripting items like you've talked about really, but all breathed a sigh of relief when they vanished after an expansion..
Forget NWN, mention it again and you'll be in big trouble. It's not the same kettle of fish at all.

kingmarco66 said:
Is there no way to store the variables? Like is alreadytalkedto=true, check if tandi_rescued >0, can't this just be stored in a new, mod specific folder?
There are mission variables and campaign variables you don't need to store anything anywhere else. The system MagnumOpus came up with is to do with choosing a reply to the npc not to have the npc act on whatever you've done or not previously. The game can already handle that, but the default speech system only has the npc talking to you without any more indepth interaction.

kingmarco66 said:
I'm new ta FOT scripting but geeze, louise- there's gotta be a way.
No there doesn't life isn't fair stop whining.

kingmarco66 said:
This bit of entity tags bein stripped; does that mean i meet bob on map A, go to map B, return A, bob the NPC who stayed here has lost his tag? If it's only team mates, shit, you can write a lotta yarn without givin the fodder any meaningfull dialogue... still, haven't really absorbed all you've said yet, need 2-3 days study...
Read the thread, it's only the squad members, it's the action of going to the world map. And stripping tagnames affects more than giving the recruits dialogue, it affects several actions that need to be unit specific.

kingmarco66 said:
mebee I'm yet talkin out my ass.
No mebee about it. Don't come back until you've read the tutorials and actually opened the editor.
 
lol! my god kingmarco66 what a terrible way to introduce yourself as a new member of the NMA community.

there are four requirements that give you the right to criteque, and constructively criticize someones work around here.

1. know what you're talking about.

2. do your research.

3. understand the purpose and functionality of the work you intend to criticize, and be willing to offer suggestions as to a better way of doing things.

4. have a fundamental understanding of how the FOT editor works.

you dont seem to meet any of these requirements, so its probably best that you keep your theory to yourself until you have a little working code to back it up.

i modded for nwn too. i did it for quite some time, and the reason i haven't brought it up until now is that it has no relevance here. the two editors are completely different as requiem stated. if you had bothered to open up the FOT editor, and give it a look over you would know this.

what we have done here is circumvent the system for FOT and create the very first working speech tree system for it. if you should happen to create a system better than the one we have created then feel free to step all over ours ,but until then, its probably best for you to either save your foolish comments, do a little learning, and write some code, or go back to modding NWN.
 
(He he!) Ok, Ok, I've the all savoir fare of a drunken skunk, not like its news to me fellas, I have to live with me 24/7. But look how much you guys have taught me here cause i was willin to ask apparently stupid/rude questions? did NOT mean ta piss anyone off.

So, the wands are a solution to letting the PC have more than 1 dialogue choice in a conversation file?

Requiem, what unit specific actions does tagstripping affect? Specific unit as in Multiplayer?

I'd love a list of recommended tutorials, too, from anywhere.
 
kingmarco66 said:
But look how much you guys have taught me here cause i was willin to ask apparently stupid/rude questions? did NOT mean ta piss anyone off.
No excuse you could of learnt just as much by just reading.

kingmarco66 said:
So, the wands are a solution to letting the PC have more than 1 dialogue choice in a conversation file?
Wands? What wands? There's no stinking wizards around here, if you want to talk to the modding community make some attempt to learn the lingo.

kingmarco66 said:
Requiem, what unit specific actions does tagstripping affect? Specific unit as in Multiplayer?
There are two conditions and thirteen actions, which require tagnames, that could possibly be used to affect a squad member. Entities that have tagged names are referred to as 'Unit' by the editor, something easily ascertained by just opening it up and looking around.

kingmarco66 said:
I'd love a list of recommended tutorials, too, from anywhere.
Obviously then you haven't even bothered to read the sticky. Which is quite clearly labeled read before posting. Strike one.
 
(whew, aack, gasp-) Requiem, probably easier ta just leave it at strike 3 at this point. Your opinions of me, and other things, are obviously adamant.
 
The tutorial is done. The only thing left to do really is check for errors. Once it's nice and clean I'll post a new thread with a link to the speech tree tutorial section on my page. I think I may post it on DAC too.
 
I didn't see this mentioned in the thread, so...
FYI, when in game, doubleclicking on a usable item in the inventory will auto equipping the item in the highlighted hand. By making ABCD entities as usable items such as keys will save player time when making choices. For some people, dragging items halfway across the UI is bigger chore than doubleclicking.

Another interesting thing found.

When multiple equipped item triggers are satisfied, all trigger listed in level editor will execute. This is related to the equipping item speech tree. The solution to prevent the unlikelihood of user equipping two choices and each choice leading to a different branch of the tree is suggested by requiem as below.

requiem_for_a_starfury said:
Since the player would need to change the active slot to allow more than one icon equipped at a time the odds on the player error are slim. Though if you want to make sure two or more variables don't get tripped then adjust the conditions.


Reply 1 Choice A
Condition:
Speech Event A Occured
Human has More than 0 ItemsTaggedEquipped A at Anywhere
Human has less than 1 ItemsTaggedEquipped C at Anywhere
Human has less than 1 ItemsTaggedEquipped B at Anywhere
Human has less than 1 ItemsTaggedEquipped D at Anywhere
 
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