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FPSC Classic Scripts / COMPLETE: Multiple Choice Talking Script... YAY!!!

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Wraith Staff
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Posted: 7th Mar 2009 21:47 Edited at: 3rd Mar 2011 13:10
Well, I've had a good look at Ben's NPC talk script and loved it for my new game (Casual, first-person non-shooter) and got to thinking about KOTOR (Star Wars: Knights of the Old Republic) and other RPGs that have more, lets say "in-depth" NPC interaction. I then took a look at another good script: Airslide's PIN script. A glorious idea hit me like a ton of bricks (ouch)... I have been working on this for weeks with my lovely fiancee. We worked them out of the code and have a pretty good one now. Hope you guys find it useful and that it HASN'T been done before, because I'd feel like an idiot for searching with no avail. The script is simple and we have used it a lot, with as many as 3 Choices and 20 regular dialog, though more can be done, we don't need to ourselves. With this script, unlike some other talk scripts, you can have more than one running in a level, because, when you walk away from the talking NPC, the script starts back at state 10. I have attached the script and the media, but if you guys want, I can attach a demo of it in action. Here you go:



EDIT: Put my name as the creator since it's only based off of Ben's and Airslide's scripts, not really mods and noone knew I made it

Here's a list of things I'm going to add to this script:


Medic (Should be REALLY EASY... Just change the "hurt" to "heal")

Merchant (REALLY HARD... Based on Conjured Entertainment's "Cash Script")

Sit (Should be EASY, but for some reason ISN'T... Jordan Siddall)

Move(Should be EASY, but, again, ISN'T...mAcpo)

If you guys have any ideas for new MultiTalks... drop me a line or
if any of you better scripters don't mind; I could use a lot of help! Thanks - Wraith Staff

New sig in the process of being made

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Wraith Staff
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Posted: 7th Mar 2009 21:47
Screenie...



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BlackFox
FPSC Master
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Posted: 8th Mar 2009 17:59
Very nice script. This will come in handy indeed.
Wraith Staff
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Posted: 8th Mar 2009 18:00
Thanks, just hope people like it



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Mr Bigglesworth
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Posted: 8th Mar 2009 19:32
Great script! This will come in handy.

OldGameMaker
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Posted: 8th Mar 2009 21:09
Wow !! Great script!! Thank you for sharing it..I know I will find many good uses for it...

Gary
Seth Black
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Posted: 9th Mar 2009 18:07
...nifty and nice!


Wraith Staff
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Posted: 10th Mar 2009 18:02
Thanks guys, I'm glad you like it! I just wish that more people knew about it... I tried asking to put it in the guide, but no one has responded yet. Well, just hope word gets out



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Seth Black
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Posted: 10th Mar 2009 18:06
...this is a very nice expansion on NPC dialogue.

It deserves to be included with the must-haves...


Kidec
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Posted: 16th Mar 2009 22:53
Did someone try it, did it work?

Help nooby to be a pro
Wraith Staff
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Posted: 20th Mar 2009 02:18
Quote: "Did someone try it, did it work?"


I assure you that it does work, but the best way to check is to try it yourself... It's pretty easy to use, just drag and drop.



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puppyofkosh
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Posted: 20th Mar 2009 04:03
Nice! Good for rpg's
A r e n a s
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Posted: 20th Mar 2009 15:28
What i recon would im prove it is instead of making scripts the script makes them, that way you just change the text in the script and you have a brand new one. What i'll do is when i get home i will find the script and modify it Then post it back on this page
Arachnos
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Posted: 21st Mar 2009 21:10
*clap,clap,clap* nice job, you should try implementing the cash script in future versions, so you could buy armour or nades or even a rocket launcher

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Wraith Staff
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Posted: 22nd Mar 2009 03:01
That's actually a really good idea! I'll try that

What my fiancee and I were TRYING to do is get them to follow waypoints or maybe even sit, but no matter how hard we try, we can't seem to integrate it work properly... Any ideas guys?



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Thistle Studios
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Posted: 24th Mar 2009 21:53 Edited at: 24th Mar 2009 22:03
Budgobudga? Multiple Choice Talking Script?

http://forum.thegamecreators.com/?m=forum_view&t=114525&b=23

September 2007


Making the challenge? More like kicking teh nass!
Seen Endangered City yet? It wont last long!

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Wraith Staff
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Posted: 25th Mar 2009 09:33
Sorry bout that YFPSD, I didn't even know your script existed, and by the looks of things neither did many other members (less than 200 or so) I think it's great that someone came up with the idea before me (can't imagine how such an obvious idea was so overlooked)

Though if I'm not mistaken, my script is similar to yours, but mine is much more advanced in terms of usage. By the looks of things, yours is sort of what my earliest idea was... Which was, no offense, kinda limited in it's usage.

Out of curiosity, what's the max number of "talking" NPCs can yours support (with similar scripts in each)? If you can do more than just one, I would prefer to use yours over mine... It seems to be much cleaner in design, and I'm all about simplistic.

Sense yours has been around longer, did you happen to solve the sitting or walking problem? It's still stumping me

Oh, yeah, BTB... I DO think I might be able to integrate the "money system, I'm still working out the details, but it could work. I'm also going to add a checklist of future integrated ideas to the main post.

PLEASE: IF ANYONE CAN HELP WITH MY COMPLETING MY LIST, PLEASE TELL ME! Thanks



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Thistle Studios
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Posted: 25th Mar 2009 09:53
Well, I apply my script to a trigger zone, but with multiple npcs in different areas you can use loads of different hud names. My questions script was first put into practice in my demo game "Bullet" which was for the PGPS Compo a couple years back. Since my script can't stop the npc from crouching and standing back up, I guess you'd need to include a looping animation. Think of the following example for coward.fpi
:shotdamage=1:settarget,rotatetotarget,state=10
:noiseheard=5:settarget,rotatetotarget,state=10

:state=10:timerstart,state=11,animate=31
:state=11,timergreater=5000:state=0,animate=2,waypointstart
:state=11,random=5:rotateheadrandom=35

Normally, animate=2 which is move slow. But shoot him or in any case move into him and he'll animate 31. Change animate=31 in your static script to 1 and it'll be fine e.g

:state=1:animate=1,state=1

State
Idle
State
Loop

Don't worry about it, I think I may have posted my script at the wrong month when everyone was off with influenza and it became automatically locked I will continue with my questions script, but im terrible at making huds for it...


Making the challenge? More like kicking teh nass!
Seen Endangered City yet? It wont last long!
Wraith Staff
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Posted: 25th Mar 2009 10:20
I like your idea a a lot, but have you ever considered adding it to an entity instead of a zone? You could use a plrcanbeseen instead of a plrinzone...

My problem when I used a script similar to yours (I even fiddled around with trigger zones) was that, even when I was in a different zone, it registered as I was pushing keys for a different script, even when the hud names were changed around. How did you go about avoiding that and still keep your script so compact?



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Slim Fly
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Posted: 25th Mar 2009 14:15
Thanks for this, it also taught me alot about dialogue scripts.
Slim Fly
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Posted: 25th Mar 2009 15:28 Edited at: 29th Mar 2009 10:50
FIXED
Wraith Staff
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Posted: 25th Mar 2009 19:26
I hate to say this, but I can't seem to figure out what's wrong with your script, Slim Fly (At least without testing if out) I'm sort of away from MY computer and FPSC for a few days, but when I get it back, I'll take a good look at your script. Hope you figure it out...

WAIT... I JUST FIGURED IT OUT!!!

You don't have a directory set for your text (gamecore\huds\whatever.png... or somthing like that) That's why it's not showing up! Also, I'm not 100% sure if you need it, but after all of your state=0 lines, (after hudmake) you might need a state=10 to designate that it goes to the next state block. That may help, but if it doesn't fully work, post back and I'll see what I can do.

Hope that helped



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Slim Fly
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Posted: 25th Mar 2009 19:53 Edited at: 29th Mar 2009 11:19
fixed it
Wraith Staff
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Posted: 25th Mar 2009 21:47
Don't feel that way, we all have to start somewhere... try this:

:state=0:plrdistwithin=60,hudreset,hudx=50,hudy=90,hudimagefine=gamecore\huds\Multichatmulti4.png,hudname=talk4,hudhide=1,hudmake=display,state=10

That should work, at least for now... Why don't you take a closer look at my or YFPSD's scripts? They could give you some ideas.



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Slim Fly
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Posted: 25th Mar 2009 21:52 Edited at: 29th Mar 2009 11:20
fixed my problem

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Wraith Staff
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Posted: 25th Mar 2009 23:32
Sure, but it may take a bit... My PC's MIA and I wont be at home for a while, but when I am, I will.



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Plystire
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Posted: 26th Mar 2009 09:38
Quote: ":state=0:plrdistwithin=60,"


plrdistwithin is not an action. Remove those commands from the state=0 lines.


There are many things I see logically wrong with the script to keep it from functioning properly, but you said that nothing is happening at all... Does the first hud come up when you go near the character?


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Slim Fly
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Posted: 26th Mar 2009 17:28 Edited at: 29th Mar 2009 11:32
fixed here
Plystire
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Posted: 27th Mar 2009 01:21
On your timergreater lines, it's always going to state 2, which then just sends it back to state 10 when the player walks away. This would keep the script from progressing to other HUDs. Also note that you never started the timer, so it's most likely ALWAYS going to be greater than whatever value you put there.


I suggest taking the original script posted here and simply modifying the HUDs it uses to suit your own needs. Once you get that working, then you can start to modify it.


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Slim Fly
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Posted: 27th Mar 2009 04:10 Edited at: 29th Mar 2009 11:32
fixed here too
Plystire
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Posted: 27th Mar 2009 08:18
Here are some more to look at:

The timergreater lines NEED to be a different state than the one they are accompanying. For example, the state=10,timergreater line could be "state=15", just something that isn't already being used. This will be so the script can settle in that state and await the timer to reach it's desired point.

Also, do you want the script to continue automatically? Or do you want the player to press a button to continue with the convrsation. If you want them to press a button, go back to the original script posted here and take a look at the state 10 line that has "plrusingaction". That will wait for the player to press the action button (ENTER by default) before continuing.


You may need to sit and rethink how you are wanting this script to play out in the end before continuing. I can't hold your hand all the way through it. I think you will gain much much more from this experience if you can push yourself to complete it on your own with minimal help.


The one and only,


Slim Fly
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Posted: 27th Mar 2009 21:09 Edited at: 29th Mar 2009 11:33
and fixed here
Plystire
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Posted: 27th Mar 2009 22:05
The script isn't difficult. You're just getting into the works of things still, that's all.

It's not that I don't want to help you, it's that I think you would get more from this if you figured it all out on your own.

Anyway, a little nudge in the right direction never hurt.


The timergreater lines look better now. Now you'll need the "plrusingaction" lines to lead to those as well as start the timer for them.


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Slim Fly
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Posted: 27th Mar 2009 22:44 Edited at: 29th Mar 2009 11:33
Fixed here also
Plystire
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Posted: 28th Mar 2009 07:44
Did you by chance try pressing "ENTER" when the first HUD came up?

That's what the "plrusingaction" command is used for. To determine if the player presses the "action" key, which is defaulted to the ENTER key. According to your script, when the player presses that key, it should go to the next HUD.


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Slim Fly
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Posted: 28th Mar 2009 19:48 Edited at: 29th Mar 2009 11:34
also fixed here
Plystire
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Posted: 29th Mar 2009 04:15
Well, it's strange that your HUD siappeared when you never told it to.

The connection between your states looks fine other than you never tell it to hide the "talk1" HUD whent he player presses Enter..... but since you said it DOES disappear... I can only surmise that something else is terribly wrong here.


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Slim Fly
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Posted: 29th Mar 2009 05:27 Edited at: 31st Mar 2009 02:36
HAHA IT WORKS. Thank you plystire and keo
Plystire
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Posted: 30th Mar 2009 03:09
Quite simple. Don't go back to state 10 when he follows you

Also, it shouldn't need a timer for him to follow you.


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Slim Fly
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Posted: 31st Mar 2009 02:35 Edited at: 31st Mar 2009 02:49
Thanks, I have it all in working order.

I have one last question to make my script the best it can be. To make it so the player can't move but can still use the HUD's, which action should I use? plrfreeze=, or plrdisable?

If its plrfreeze=, what variable do I set after the "=" ? 1 or a time?
Wraith Staff
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Posted: 31st Mar 2009 23:21
Wow... My computer breaks and all heck breaks loose

It's good to see that you finally got your script working,Slim Fly, and I'm happy that everyone found some use in MY script. Like I said, if anyone has any ideas, drop me a line



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rayninja
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Posted: 9th Apr 2009 00:37
hey when i put in fpi edit pad and i put it as the mainai for the trigger zone it wont work

any suggestions
Wraith Staff
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Posted: 10th Apr 2009 00:41
Um... It's not suppose to be a Trigger Zone script, it's for ENTITIES, that's probably what's up...



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