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Dialogue Sequence Troubles


JulianSull
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I'm working on a boss fight at the moment for the Youtube channel I'm making but I'm running into a problem with spoken dialogue. I don't want to use face to face dialogue but instead to have him stand in one place, a bit further away, and just say the lines. I've gotten the sound files to work and that's fine but the guy won't stay out of combat! Is there a way that I can make it so that the actor will stay out of combat while I have him say things and stay on his marker and then once it's done, jump right back into the battle? Also, is there a way I can have him stare at the player? I'm using OBSE.

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Thanks for the help. I'm trying to get the Say function to work but it says my actor is invalid. Do I still need conditions for my topics?

EDIT: Is the speaker ID the Ref ID?

EDIT:


aaaBossPhaitActorREF.Say aaaBossPhaitTOPIC1 1 0100164B 1

I play my level and it breaks.

Edited by JulianSull
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The speaker and the target both need to be persistants reference so that the script can refer to them.

There's another really useful command: SayTo

set Timer to NPC1.SayTo NPC2 MyDialogue 1

This makes NPC1 look at NPC2 while speaking MyDialogue... AND

sets Timer to the number of seconds this dialogue will take. You can use this to script something else to happen as soon as NPC1 stops talking.

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Might work better but I'm still breaking as soon as I teleport to the cell:


scn aaaBossPhaitIntialSceneQuestScript


float fQuestDelayTime

float timer

short part

Short DoOnce


begin GameMode


	if (Doonce == 0)

		set DoOnce to 1

		set fQuestDelayTime to .5

	endif

	if (aaaBossPhaitBegins == 1) ;<---Assume to be true

		set timer to timer - GetSecondsPassed

		if (timer <= 0)

			if (part == 0)

				DisablePlayerControls

				aaaBossPhaitCaptainREF.SetActorValue Aggression 0

				aaaBossPhaitCaptainREF.StopCombat

				TriggerHitShader 4

				set timer	to aaaBossPhaitCaptainREF.SayTo Player aaaBossPhaitShip1 1

				set part to 1

			elseif (part == 1)

				set timer	to aaaBossPhaitCaptainREF.SayTo Player aaaBossPhaitShip2 1

				set part to 2

			elseif (part == 2)

				TriggerHitShader 10

				set timer	to aaaBossPhaitCaptainREF.SayTo Player aaaBossPhaitShip3 1

				set part to 3

			elseif (part == 3)

				set timer	to aaaBossPhaitCaptainREF.SayTo Player aaaBossPhaitShip4 1

				set part to 4

			elseif (part == 4)

				set timer	to aaaBossPhaitCaptainREF.SayTo Player aaaBossPhaitShip5 1

				set part to 5

				TriggerHitShader 6

			elseif (part == 5) 

				set timer	to aaaBossPhaitCaptainREF.SayTo Player aaaBossPhaitShip6 1

				set part to 6

				set aaaBossPhaitBegins to 2

				EnablePlayerControls

				aaaBossPhaitCaptainREF.SetActorValue Aggression 100

			endif

		endif

	endif

end

EDIT: I'm an idiot. I accidentally hit initially disabled. No idea how i managed that.

EDIT: He's still not talking though. He get's in position, says nothing and runs back to combat after a bit.

Edited by JulianSull
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They're all .wavs and when I click on the files in the edit response pop up I hear the dialogue go off =/. I also have tried adding and removing conditions with no luck. Strange thing is that when I add this:


MessageBox "Timer = %.0f" timer

I get that timer = 1 second, 2, 3 3 2 and then 1. Which makes perfect sense. That's the length of the file. It's just that it's not playing it.

EDIT:

Solved it. It was the bitrate. Needs to be 64kbs

Edited by JulianSull
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