Found a timer speech tree over at radiated society. It is by the same buy who made the dinosaur entity, Indianos.
http://www.stgfc.com/phpBB3/viewtopic.php?f=24&t=3732
This is similar to floating speech idea suggested before. Basically a timer starts after the multiple choice NPC speech is displayed and removed by clicking OK. Player click the timer between certain seconds to fire off triggers. Example is below.
==============
Sample
==============
A00_Nikos_Spc_02A = {
<Jl><Co>Nikos: <Cg>Ok Indianos, I need your help. My kid went to the forest to play, and I am afraid something terrible happened because he hasn't come back for awhile. I am a poor farmer and these dinosaurs scare me. Can you find my kid and kill the dinosaurs?\n\n
<Cb>ANSWERS:\n
<Cr>A (0-3sec) Ok, I will help you, friend.\n
<Cy>B (4-6sec) Let me think it about it.
}
==============
Download File
==============
TimerSpeechTree file has 3 missions files.
http://rapidshare.com/files/170459007/TimerSpeechTree.rar.html
Mission_Alpha_Original.mis
- Original (2nd version) by Indiano contains a few timing bugs and many redundant variables and actions. His 1st version was cleaner but was bugged probably because not taking into account that all satisfied triggers executes.
Mission_Alpha_NoVariables.mis
- Removal of redundant variables and actions and fix of timing bugs. Implementing (# of triggers and speeches) this version of timer speech tree is comparable to equipping item speech tree @ http://www.nma-fallout.com/forum/viewtopic.php?t=35678 in terms of implementation. Indianos didn't implement Display World Text method and implemented all Player Character (PC) speeches so the Pipboy can record both NPC speeches and PC choices, hence there are more speeches.
Mission_Alpha_NoVariable_WorldText.mis
- Made this for a comparison on player usability and implementation of the equipping item speech tree. While Display World Text is wonderful in terms of presentation to player while playing through the speech tree (gotta love 300x200 image in the middle of the screen), Pipboy records all Display World Text under "." If anyone knows how to change that, please let me know. For tracking speech purpose, it is much easier to have regular dialog for speeches.
===============================================
Changelog (Dec.04,2008)
===============================================
-----------------------------
Mission_Alpha_NoVariables.mis
-----------------------------
- Removed all variables used for timer loop (Using speech occurred condition)
- Removed timer loop triggers
- Removed redundant hide and stop timer actions for timer triggers
- Removed timer delay actions for timer triggers (see line below)
- Added timer reset trigger (see line below)
- Adjusted timer reset action from 0 to 1 (this with removal of timer delay actions and added timer loop trigger fix bugs where quickly clicking NPC will result in repeating speech)
- Heavily modified speech with grammar correction, more streamlined tags and streamline format
--------------------------------------
Mission_Alpha_NoVariable_WorldText.mis
--------------------------------------
- Removed all variables used for timer loop (Using speech occurred trigger)
- Removed timer loop trigger
- Added timer reset trigger
- Speech system in game using Display World Text box for more visiable speech reading area
- Heavily modified speech with grammer correction, more streamlined tags and streamline format
=================
====== Edit =======
=================
http://rapidshare.com/files/170962114/TimerSpeechTree_WorldText_NoVariable_NoReply.rar
-----------------------------------------------
Mission_Alpha_NoVariable_NoReply_WorldText.mis
-----------------------------------------------
- Same as Mission_Alpha_NoVariable_WorldText.mis plus the following
- Removed all human replies in Mission_Alpha_Text_WorldText_NoReply.txt
- Added some speeches in the text file for speech flows
- Removed all human replies speech nodes (only 5 speech nodes left, ; 1 for each level of speech tree) in mission file
- Added titles for all speeches (they would be sorted by the Pipboy log by titles)
- Removed 1/4 of the triggers (they were used for human replies)
- Modified some triggers to accomandate the lost logic in human reply triggers (Human reply triggers had additional logic in them besides human replies)
- Reorganized the speech levels in the tree, mainly for developability and maintainability.
- Removing replay of originating speech node with mute human reply. Now human mute action will indicate that human choose the last reply. Requested by Tsakonas.
http://www.stgfc.com/phpBB3/viewtopic.php?f=24&t=3732
This is similar to floating speech idea suggested before. Basically a timer starts after the multiple choice NPC speech is displayed and removed by clicking OK. Player click the timer between certain seconds to fire off triggers. Example is below.
==============
Sample
==============
A00_Nikos_Spc_02A = {
<Jl><Co>Nikos: <Cg>Ok Indianos, I need your help. My kid went to the forest to play, and I am afraid something terrible happened because he hasn't come back for awhile. I am a poor farmer and these dinosaurs scare me. Can you find my kid and kill the dinosaurs?\n\n
<Cb>ANSWERS:\n
<Cr>A (0-3sec) Ok, I will help you, friend.\n
<Cy>B (4-6sec) Let me think it about it.
}
==============
Download File
==============
TimerSpeechTree file has 3 missions files.
http://rapidshare.com/files/170459007/TimerSpeechTree.rar.html
Mission_Alpha_Original.mis
- Original (2nd version) by Indiano contains a few timing bugs and many redundant variables and actions. His 1st version was cleaner but was bugged probably because not taking into account that all satisfied triggers executes.
Mission_Alpha_NoVariables.mis
- Removal of redundant variables and actions and fix of timing bugs. Implementing (# of triggers and speeches) this version of timer speech tree is comparable to equipping item speech tree @ http://www.nma-fallout.com/forum/viewtopic.php?t=35678 in terms of implementation. Indianos didn't implement Display World Text method and implemented all Player Character (PC) speeches so the Pipboy can record both NPC speeches and PC choices, hence there are more speeches.
Mission_Alpha_NoVariable_WorldText.mis
- Made this for a comparison on player usability and implementation of the equipping item speech tree. While Display World Text is wonderful in terms of presentation to player while playing through the speech tree (gotta love 300x200 image in the middle of the screen), Pipboy records all Display World Text under "." If anyone knows how to change that, please let me know. For tracking speech purpose, it is much easier to have regular dialog for speeches.
===============================================
Changelog (Dec.04,2008)
===============================================
-----------------------------
Mission_Alpha_NoVariables.mis
-----------------------------
- Removed all variables used for timer loop (Using speech occurred condition)
- Removed timer loop triggers
- Removed redundant hide and stop timer actions for timer triggers
- Removed timer delay actions for timer triggers (see line below)
- Added timer reset trigger (see line below)
- Adjusted timer reset action from 0 to 1 (this with removal of timer delay actions and added timer loop trigger fix bugs where quickly clicking NPC will result in repeating speech)
- Heavily modified speech with grammar correction, more streamlined tags and streamline format
--------------------------------------
Mission_Alpha_NoVariable_WorldText.mis
--------------------------------------
- Removed all variables used for timer loop (Using speech occurred trigger)
- Removed timer loop trigger
- Added timer reset trigger
- Speech system in game using Display World Text box for more visiable speech reading area
- Heavily modified speech with grammer correction, more streamlined tags and streamline format
=================
====== Edit =======
=================
http://rapidshare.com/files/170962114/TimerSpeechTree_WorldText_NoVariable_NoReply.rar
-----------------------------------------------
Mission_Alpha_NoVariable_NoReply_WorldText.mis
-----------------------------------------------
- Same as Mission_Alpha_NoVariable_WorldText.mis plus the following
- Removed all human replies in Mission_Alpha_Text_WorldText_NoReply.txt
- Added some speeches in the text file for speech flows
- Removed all human replies speech nodes (only 5 speech nodes left, ; 1 for each level of speech tree) in mission file
- Added titles for all speeches (they would be sorted by the Pipboy log by titles)
- Removed 1/4 of the triggers (they were used for human replies)
- Modified some triggers to accomandate the lost logic in human reply triggers (Human reply triggers had additional logic in them besides human replies)
- Reorganized the speech levels in the tree, mainly for developability and maintainability.
- Removing replay of originating speech node with mute human reply. Now human mute action will indicate that human choose the last reply. Requested by Tsakonas.