KSSC 1.3 released

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DaLLeN
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Post by DaLLeN »

hmm .96 got the same error... the txt firl for kssc says .97.. im gonna go try that and if it doesnt then im going to have to figure a new way to display a picture of someone when theyre talking.. maybe along the lines of the massmouth2 style
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Kaiser
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Post by Kaiser »

DaLLeN wrote:Hi Kaiser, i was looking over your forum post and documentation on the kssc 1.3, is there any way i could get a walk through on the conversationid information?
Quite simple. ConversationID is what you use to give a Strife NPC its ID. With that you use the "$MOBJ" field to identify that NPC.

Here's an example of a decorate NPC from CIF3

Code: Select all

ACTOR MaxNPC : Max 32010
{
	ConversationID 33
	States 
	{ 
	Spawn: 
		MAXB LM 10 A_Look2
		Loop 
      MAXB M 8
      Loop
      MAXB O 8
      Loop
	  MAXB L 6 A_Wander 
		MAXB L 0 A_PlaySound("monsters/maxwalk")
		MAXB MN 6 A_Wander 
		MAXB O 6 A_Wander 
		MAXB O 0 A_PlaySound("monsters/maxwalk")
		MAXB PL 6 A_Wander 
      Loop
	} 
}
In the NPC script you would use $MOBJ 33 to identify the script with your decorate NPC

Its script would look like this. Here's another example from CIF3

Code: Select all

#===========================================================================
#=======================NPC 8: Moderator - BLOCK 1============================
#===========================================================================
$MOBJ 33
NAME &Moderator&
VOICE &&
PANEL &&
DIALOG &Watch your step newbie&
$END
Also if you want but not recomended, you can try KSSC2 instead. Its GUI interface makes the tool more user friendly. However the tool isn't documented just yet.
Link is here:
http://home.houston.rr.com/svkaiser/Doom/KSSC2.zip

I hope my gibberish helps.
Cptschrodinger
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Post by Cptschrodinger »

Anyone have the original? the link in the begining of this topic no longer works.

Edit: Ack... Stupid me... Found it... http://www.doomworld.com/idgames/index.php?id=13922
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Nash
 
 
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Post by Nash »

Sorry to bump this. Where's KSSC2? I'd like to try the GUI. Can you put it back?
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Kaiser
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Post by Kaiser »

Sure.. just wait until I get home from work and I'll pm it to you.
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Nash
 
 
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Post by Nash »

Thanks!
dennisj1
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Post by dennisj1 »

I'd like to check out KSSC2, as well.
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Nmn
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Post by Nmn »

Can I also please recieve the link to KSSC 2?
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Kaiser
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Post by Kaiser »

http://home.houston.rr.com/svkaiser/hosted/KSSC2.zip

This is not stable and was only meant for personal use so use it at your own risk.
If you happen to open a lump and some entries go missing, reload the file.

Also the goto check box is somewhat odd. Make sure you decide if you want to set the stop on new block check before you specify what block you want to jump to.

Missing a .dll? Google it.

Post any problems here or pm or something.
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Nash
 
 
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Post by Nash »

I have some suggestions:

1) The directory browser only allows me to view directores in C:\. I couldn't go to F:\ where my Doom files are. Add support for multiple drives...

2) Ability to key in the MobjID instead of choosing from a preset list (since the ConversationID limit for ZDoom is 999 :P).

Also, how exactly do you define that the If Has Item, Check Item and choice array is empty?

Lastly, how does "Jump to block" work? (The one below the Dialog Text box; NOT ChoiceDef)
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Kaiser
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Post by Kaiser »

Nash wrote:I have some suggestions:

1) The directory browser only allows me to view directores in C:\. I couldn't go to F:\ where my Doom files are. Add support for multiple drives...
Put kssc2.exe in F:\
Nash wrote:I have some suggestions:

2) Ability to key in the MobjID instead of choosing from a preset list (since the ConversationID limit for ZDoom is 999 :P).
kssc2 oringinally supports Strife only and also I knew nothing about values above 360.. I'll concider doing that when I got nothing to do.
Nash wrote:I have some suggestions:

Also, how exactly do you define that the If Has Item, Check Item and choice array is empty?
If the fields are blank?
For the Yes response, you need to add a "_" if you want it blank, otherwise it would just try to print whatever is in the field.
Nash wrote:I have some suggestions:

Lastly, how does "Jump to block" work? (The one below the Dialog Text box; NOT ChoiceDef)
The next block to go when the player chooses that response. The checkbox indicates if the block should jump instantly or jump to new block and cancel the conversation.
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Nash
 
 
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Post by Nash »

Kaiser wrote: The next block to go when the player chooses that response. The checkbox indicates if the block should jump instantly or jump to new block and cancel the conversation.
If I'm not mistaken, you are talking about ChoiceDef, which in that case, I know how Link To Block works (the next time you start the conversation, it'll jump to the specified block, or if the value is negative, it'll go to the next block immediately after choosing the response).

I'm talking about Jump To Block... it's the one at the top right portion of KSSC2. I don't understand what Jump To Block does. I also don't remember seeing such a feature in KSSC 1.3...
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Kaiser
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Post by Kaiser »

Yeah its in the other version.

Basically its the block to jump to when a player has a certain item. Should be If_Has
The block will jump when the conversation starts.

For an example of this check out the Harris, McDuffen, or Govenor Moruel scripts.
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Nash
 
 
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Post by Nash »

Ah, I see. Last question; what does LOG do? The readme says "log file to display". What's that?
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Kaiser
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Post by Kaiser »

Log lump to load in the Strife objective window.
For example, entering the value of 150 in the log field will mean that choosing that choice will cause Strife to load the lump LOG150 and load the text into the mission objective window.

Pretty useless in Doom, unless someone supports it in doom.
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