Moderators: GZDoom Developers, Raze Developers
Blake00 wrote:Thanks for creating this. Apologies if it's already here somewhere and I've missed it but I'd love a bonus tutorial on how to add large screen filling images of the character you're talking to like in Strife. Plus if there's any customization that can be done with the image eg what sizes work.. can it animate (eg say 3 frames repeating at a certain tic rate similar to a regular animating wall in doom). I'm also guessing it doesn't have to be a monster actor that triggers the sequence and this can be used for linedef activated mini story pic+text combo event cutscenes as well?
Zergeant wrote:Merry early Xmas, I've updated the OP with more Additional Content, some of which has been asked about in this thread. Hopefully most things should be covered by now.
Following stuff has been added:
-Panels
-Pagenames
-Conversation States
-Shared dialogue files between maps
I'm pretty sure you can use any size you desire, however it cannot use an animated texture.
Yes you should be able to activate the conversation through a linedef special, although you might need a dummy actor placed somewhere to refer to.
conversation
{
actor = "ConversationPiece01";
page //Page 1
{
name = "Spoopy";
dialog = "Hi guys, want to run a script?";
goodbye = "outahere";
Choice
{
text = "Run the script.";
CloseDialog = true;
special = 80; // ACS_Execute
arg0 = 1; // Run script 1
arg1 = 0; // Run on this map
}
}
}
drfrag wrote:Where can i download this tutorial or a small mod with conversations? I want to test something.
ImpieTwo wrote:I'm at my wit's end trying to get this to work. I can't for the life of me figure out why i got this dialogue system to work in Ghoul School, but haven't gotten it to work since in any other project.
This is a UDMF project in Doom 2. As with Ghoul School, the dialogue trees and chatty npcs are in the "talkers" wad. Dialogues simply do not happen no matter what I do. Any ideas?
Enjay wrote:Fair enough. The script idea is working well enough for me anyway. I'm only using this for simple computer interfaces that put information on the screen for the player to read. There is minimal interactivity, so having the dialogue system put stuff on screen and having a script do stuff in the background once the game is un-paused is fine.
However, I do wonder if there is any way to get the text from a dialogue to appear at the console? That way a player could scroll back in the console to re-find something that they have forgotten.
If that's not possible, what would be the best way to get a Print, or HUDMessage to log something at the console without actually appearing on screen? I had ideas for an invisible font or positioning a HUDMessage off screen but both seem a bit hacky.
Thomas Mabblespear wrote:First off, thank you for this awesome tutorial, I now managed to get it working on my own map. I only have one problem: Do you know if it's possible to play audio files (voice recordings) in a similar way as displaying the panels? I tried the commands "play" etc., but they all didn't seem to cut it. Thanks a lot in advance and keep up the awesome work!
page
{
name = "Test"
dialog = "words"
voice = "name_of_soundfile_here"
}
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