Graf Zahl wrote:Definitely not. I actually expected something like this: User wants A. Doing B achieves A. Ask for B instead of A.
I suggested the modeldef route because I didn't think there were many people who'd care about strife dialog, since its rarely used, and it seemed less of a necessity for sprites than it did for 3D models, since if you only want something drawn from one angle in sprites, you just... don't draw the other sprite angles.
Aside from that I'd been playing with environment mapped textures on models too, and thought there would probably be someone who'd eventually want a model that doesn't turn with its actor's movement if they were trying to make some kind of ghostly or void-like monster.
I can resubmit this a strife dialog request if you want.
Enjay wrote:So, the player would see the object, walk up to it an use it but the player would actually be having his conversation with the invisible actor instead. The visible actor would just be a static decoration and would not turn to face the player.
This'll work for some things but I think things would start getting messy if I wanted the player to be able to also shoot the visible actor. I'm not certain but it might also add a layer of complexity if I wanted to animate the visible model in response to the dialog, but then again, it might not.
[quote="Graf Zahl"]Definitely not. I actually expected something like this: User wants A. Doing B achieves A. Ask for B instead of A.[/quote]
I suggested the modeldef route because I didn't think there were many people who'd care about strife dialog, since its rarely used, and it seemed less of a necessity for sprites than it did for 3D models, since if you only want something drawn from one angle in sprites, you just... don't draw the other sprite angles.
Aside from that I'd been playing with environment mapped textures on models too, and thought there would probably be someone who'd eventually want a model that doesn't turn with its actor's movement if they were trying to make some kind of ghostly or void-like monster.
I can resubmit this a strife dialog request if you want.
[quote="Enjay"]So, the player would see the object, walk up to it an use it but the player would actually be having his conversation with the invisible actor instead. The visible actor would just be a static decoration and would not turn to face the player. [/quote]
This'll work for some things but I think things would start getting messy if I wanted the player to be able to also shoot the visible actor. I'm not certain but it might also add a layer of complexity if I wanted to animate the visible model in response to the dialog, but then again, it might not.