Hey ther again DXE Team.
well i got this little problem. i already did the Conversation File named as Mission_89 . with the respective Audio files and all. and i compile but in the moment when i play my intro. the player just say one speech with the respective subtitle. anyway. didn't say anything else even when theres more speech. (I test that same Convo without the special intro. just like a single Convo. but i noticed that if i don't press back space . the convo stay just ther. its probably. that is hapening with my other convo on the intro.) May i screw up on Convo edit but i check everything.) so i leave you experts. here one convo speech of it
Event
Event Label (nothing)
Event Type Speech
Speech
Actor to Speak : BobPage
Speaking to : MorganEverett
Speech
Bla Blah Blah BLah
Audio File :
Bob Page_01
Font
Normal
Well i hope you guyz can help me. i tihnk its beacuse thers a setting like to press a key to move on on the convo but i don't know. thanks
Intro Map. Conversation Audio Files. TROUBLES.
Re: Intro Map. Conversation Audio Files. TROUBLES.
how are you starting the convo?
Convos in intros (as they are between NPCs, not the player, and the player will be an invisible flying camera) usually need to be forced to play (by missionscript normally). This also lets you set the bForcePlay variable, i.e. to stop the convo stopping for any reason.
You could probably do it with a custom trigger, though. Actually, just modify the conversationtrigger..
Since this extends conversation trigger, when you compile it into your package and place it in a map, you'll have these options under conversationtrigger (in the trigger's properties)
conversationTag <--this is the name of your convo
BindName <--the bindname of the convo owner
checkFlag <--false unless you actually want to check flags before playing
bCheckFalse <--ignore (flags again)
bAvoidstate <--leave set to false
bForceplay <--change to true
So set this up, and then trigger it from a camera point or similar.
Convos in intros (as they are between NPCs, not the player, and the player will be an invisible flying camera) usually need to be forced to play (by missionscript normally). This also lets you set the bForcePlay variable, i.e. to stop the convo stopping for any reason.
You could probably do it with a custom trigger, though. Actually, just modify the conversationtrigger..
Code: Select all
class ConversationTriggerImproved extends ConversationTrigger;
var(ConversationTrigger) bool bForcePlay;
var(conversationTrigger) bool bAvoidState;
singular function Trigger(Actor Other, Pawn Instigator)
{
local DeusExPlayer player;
local bool bSuccess;
local Actor A, conOwner;
player = DeusExPlayer(GetPlayerPawn()); //changed from instigator to force this to work
bSuccess = True;
// only works for DeusExPlayers
if (player == None)
return;
if (checkFlag != '')
{
if (!player.flagBase.GetBool(checkFlag))
bSuccess = bCheckFalse;
else
bSuccess = !bCheckFalse;
}
if ((BindName != "") && (conversationTag != ''))
{
foreach AllActors(class'Actor', A)
if (A.BindName == BindName)
{
conOwner = A;
break;
}
if (bSuccess)
if (player.StartConversationByName(conversationTag, conOwner, bAvoidState,bForcePlay))
Super.Trigger(Other, Instigator);
}
}
singular function Touch(Actor Other)
{
local DeusExPlayer player;
local bool bSuccess;
local Actor A, conOwner;
player = DeusExPlayer(GetPlayerPawn()); //changed from instigator to force this to work
bSuccess = True;
// only works for DeusExPlayers
if (player == None)
return;
if (checkFlag != '')
{
if (!player.flagBase.GetBool(checkFlag))
bSuccess = bCheckFalse;
else
bSuccess = !bCheckFalse;
}
if ((BindName != "") && (conversationTag != ''))
{
foreach AllActors(class'Actor', A)
if (A.BindName == BindName)
{
conOwner = A;
break;
}
if (bSuccess)
if (player.StartConversationByName(conversationTag, conOwner, bAvoidState,bForcePlay))
Super.Touch(Other);
}
}
conversationTag <--this is the name of your convo
BindName <--the bindname of the convo owner
checkFlag <--false unless you actually want to check flags before playing
bCheckFalse <--ignore (flags again)
bAvoidstate <--leave set to false
bForceplay <--change to true
So set this up, and then trigger it from a camera point or similar.
Re: Intro Map. Conversation Audio Files. TROUBLES.
Yea men i use the mission script to play my convo in the beggining. here's the code that i use ( Its the original DX intro)
Anyway. your rigth i sayd wrong when ''the player talk'' i mean the NPCs talk. but i just stay after the first Speech of bob Page. i checked the code and all but its still useless. But i noticed something pretty Strange. when i put out my Audio Files on the intro. the conversations goes normally :S when i put it again i just can hear one speec hwith the respective subttitle. sooo??? any ideas ?
Code: Select all
//=============================================================================
// MissionIntro.
//=============================================================================
class MissionIntro extends MissionScript;
var byte savedSoundVolume;
// ----------------------------------------------------------------------
// InitStateMachine()
// ----------------------------------------------------------------------
function InitStateMachine()
{
Super.InitStateMachine();
// Destroy all flags!
if (flags != None)
flags.DeleteAllFlags();
// Set the PlayerTraveling flag (always want it set for
// the intro and endgames)
flags.SetBool('PlayerTraveling', True, True, 0);
}
// ----------------------------------------------------------------------
// FirstFrame()
//
// Stuff to check at first frame
// ----------------------------------------------------------------------
function FirstFrame()
{
local BobPage bob;
Super.FirstFrame();
if (player != None)
{
// Make sure all the flags are deleted.
DeusExRootWindow(Player.rootWindow).ResetFlags();
// Find our buddy Bob, because he has the conversation!
foreach AllActors(class'BobPage', bob)
break;
if (bob != None)
{
// Start the conversation
player.StartConversationByName('Intro', bob, False, True);
}
// turn down the sound so we can hear the speech
savedSoundVolume = SoundVolume;
SoundVolume = 32;
Player.SetInstantSoundVolume(SoundVolume);
}
}
// ----------------------------------------------------------------------
// PreTravel()
//
// Set flags upon exit of a certain map
// ----------------------------------------------------------------------
function PreTravel()
{
// restore the sound volume
SoundVolume = savedSoundVolume;
Player.SetInstantSoundVolume(SoundVolume);
Super.PreTravel();
}
// ----------------------------------------------------------------------
// Timer()
//
// Main state machine for the mission
// ----------------------------------------------------------------------
function Timer()
{
Super.Timer();
// After the Intro conversation is over, tell the player to go on
// to the next map (which will either be the main menu map or
// the first game mission if we're starting a new game.
if (flags.GetBool('Intro_Played'))
{
flags.SetBool('Intro_Played', False,, 1);
player.PostIntro();
}
}
// ----------------------------------------------------------------------
// ----------------------------------------------------------------------
Anyway. your rigth i sayd wrong when ''the player talk'' i mean the NPCs talk. but i just stay after the first Speech of bob Page. i checked the code and all but its still useless. But i noticed something pretty Strange. when i put out my Audio Files on the intro. the conversations goes normally :S when i put it again i just can hear one speec hwith the respective subttitle. sooo??? any ideas ?
- Hassat Hunter
- Illuminati
- Posts: 2182
- Joined: Fri Apr 10, 2009 1:20 pm
Re: Intro Map. Conversation Audio Files. TROUBLES.
It's probably your audiofiles are still having "tags".
Try using dbPoweramp to complete remove any tags attached to the audio files.
Try using dbPoweramp to complete remove any tags attached to the audio files.
Can somebody tell me how I can get a custom avatar?
Oh wait, I already got one...
Oh wait, I already got one...
Re: Intro Map. Conversation Audio Files. TROUBLES.
You were rigth hassad Hunter the mp3 files were ''taggeds'' but i found something else if you untag all the songs the conversations will go normally . but now the underlines Subtittles go down i mean don't show more than the first speech on it. i should display an option called continue on the conedit ? to make them to continue like on a down list?
- Hassat Hunter
- Illuminati
- Posts: 2182
- Joined: Fri Apr 10, 2009 1:20 pm
Re: Intro Map. Conversation Audio Files. TROUBLES.
No, just delete the tags and it should play normal again.
I had the same happen, and that solved it (thanks to Jonas who mentioned what the hell was wrong).
I had the same happen, and that solved it (thanks to Jonas who mentioned what the hell was wrong).
Can somebody tell me how I can get a custom avatar?
Oh wait, I already got one...
Oh wait, I already got one...
Re: Intro Map. Conversation Audio Files. TROUBLES.
thanks man you were rigth all the time.