Hey guys, I'm just getting back into mapping again, and that means working on my campaign again. One thing unique about this campaign was the extensive and branching conversation to be implemented (much like skyrim, mas effect etc). My expertise relate to triggers so I had previously used an extremely complex and limiting system that used triggers to facilitate these conversations. Now after getting back into this campaign I've noticed the conversation and conversation state data catalogs that could be used for this project. Furthermore Blizzard incorporated choices, conditions, actions, etc. so it looks like a fully featured conversation tool set. My question is has anyone used this data for extensive conversation with branching dialogue etc? Also the conversation states are a little confusing to me and if someone could explain how to use them that would be great (ie, goodness>5 then show choice, or different actions that could be triggered by a choice selected). Finally would i be able to use this catalog with good looking UI, or am I bound by Blizzards? Any help or links to tutorials would be greatly appreciated, thanks!
Hey I'm trying to make an interactive talking system, yoou select the option in the list box for the thing you wanna say. You say it the computer responds and new options are placed. For some reason though when i try to remove all dialog list items, it gets really confused, and for some reason activated the trigger twice. and the list box doesnt show up at all. When i disable the Remove all List Items trigger it works, but then the old options arent erased, which obviously wont work. So i tried instead of using that action instead destroying the dialog item creating a new one and setting it to the same old variable. Again it does the same thing. Any help?
heres the trigger:
List Item Changed
Events
Dialog - Any Dialog Item is used by Player Any Player with event type Changed Selection
Local Variables
Conditions
Actions
Dialog - Hide (LOG) LOG Dialog for (All players)
Camera - Make the camera look at (Position of (DAL) Main Character) for player 1 over 2.0 seconds with Existing Velocity% initial velocity, 10.0% deceleration
General - Wait 0.5 Game Time seconds
Play (LOG) Response Sound[(Selected list item of (LOG) Choices Box Dialog Item for 1)] with subtitle of (LOG) Response message[(Selected list item of (LOG) Choices Box Dialog Item for 1)] and set portrait on to False with the model No Game Link
Variable - Set Prot/Zerg Local = (Prot/Zerg Local + Prot/Zerg Response[(Selected list item of (Used dialog item) for 1)])
General - If (Conditions) then do (Actions) else do (Actions)
If
(LOG) Response to Response Trigger[(Selected list item of (Used dialog item) for 1)] == Last Message
Then
(LOG) Close LOG()
Else
Camera - Make the camera look at (Position of (LOG) Target Unit) for player 1 over 2.0 seconds with Existing Velocity% initial velocity, 10.0% deceleration
General - Wait 1.0 Game Time seconds
Dialog - Remove all items from (LOG) Choices Box Dialog Item for (All players)
Trigger - Run (LOG) Response to Response Trigger[(Selected list item of (LOG) Choices Box Dialog Item for 1)] (Check Conditions, Wait until it finishes)
Play (LOG) Target Sound with subtitle of (LOG) Target message and set portrait on to False with the model No Game Link
General - If (Conditions) then do (Actions) else do (Actions)
If
Last Message == True
Then
(LOG) Close LOG()
Else
Dialog - Show (LOG) LOG Dialog for (All players)
Dialog - Set (LOG) Last Message Dialog Item text to (LOG) Target message for (All players)
It references seveeral triggers so ill attach the map as well
by the way i accidently messed it up somehow i had wrong events so its not updating dlete the 2 and change it to periodic every 1 second and delete condition
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Hey guys, I'm just getting back into mapping again, and that means working on my campaign again. One thing unique about this campaign was the extensive and branching conversation to be implemented (much like skyrim, mas effect etc). My expertise relate to triggers so I had previously used an extremely complex and limiting system that used triggers to facilitate these conversations. Now after getting back into this campaign I've noticed the conversation and conversation state data catalogs that could be used for this project. Furthermore Blizzard incorporated choices, conditions, actions, etc. so it looks like a fully featured conversation tool set. My question is has anyone used this data for extensive conversation with branching dialogue etc? Also the conversation states are a little confusing to me and if someone could explain how to use them that would be great (ie, goodness>5 then show choice, or different actions that could be triggered by a choice selected). Finally would i be able to use this catalog with good looking UI, or am I bound by Blizzards? Any help or links to tutorials would be greatly appreciated, thanks!
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Hey I'm trying to make an interactive talking system, yoou select the option in the list box for the thing you wanna say. You say it the computer responds and new options are placed. For some reason though when i try to remove all dialog list items, it gets really confused, and for some reason activated the trigger twice. and the list box doesnt show up at all. When i disable the Remove all List Items trigger it works, but then the old options arent erased, which obviously wont work. So i tried instead of using that action instead destroying the dialog item creating a new one and setting it to the same old variable. Again it does the same thing. Any help?
heres the trigger:
List Item Changed
Events
Dialog - Any Dialog Item is used by Player Any Player with event type Changed Selection
Local Variables
Conditions
Actions
Dialog - Hide (LOG) LOG Dialog for (All players)
Camera - Make the camera look at (Position of (DAL) Main Character) for player 1 over 2.0 seconds with Existing Velocity% initial velocity, 10.0% deceleration
General - Wait 0.5 Game Time seconds
Play (LOG) Response Sound[(Selected list item of (LOG) Choices Box Dialog Item for 1)] with subtitle of (LOG) Response message[(Selected list item of (LOG) Choices Box Dialog Item for 1)] and set portrait on to False with the model No Game Link
Variable - Set Prot/Zerg Local = (Prot/Zerg Local + Prot/Zerg Response[(Selected list item of (Used dialog item) for 1)])
General - If (Conditions) then do (Actions) else do (Actions)
If
(LOG) Response to Response Trigger[(Selected list item of (Used dialog item) for 1)] == Last Message
Then
(LOG) Close LOG()
Else
Camera - Make the camera look at (Position of (LOG) Target Unit) for player 1 over 2.0 seconds with Existing Velocity% initial velocity, 10.0% deceleration
General - Wait 1.0 Game Time seconds
Dialog - Remove all items from (LOG) Choices Box Dialog Item for (All players)
Trigger - Run (LOG) Response to Response Trigger[(Selected list item of (LOG) Choices Box Dialog Item for 1)] (Check Conditions, Wait until it finishes)
Play (LOG) Target Sound with subtitle of (LOG) Target message and set portrait on to False with the model No Game Link
General - If (Conditions) then do (Actions) else do (Actions)
If
Last Message == True
Then
(LOG) Close LOG()
Else
Dialog - Show (LOG) LOG Dialog for (All players)
Dialog - Set (LOG) Last Message Dialog Item text to (LOG) Target message for (All players)
It references seveeral triggers so ill attach the map as well
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@TheAlmaity: Go
thanks that solved it!
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alright so randomly the credits came up, they didnt before and as far as i can tell i changed no triggers that could do this... an help?
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heres the first trigger ignore all the minimized if thens
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@Torrak: Go
hey ya thanks didnt see that , but it still doesnt work
akright i think it might be related to the last dialog
depending on which button i click (they all go to this one) different ones show but its the same every time for each button
0
solved
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sweet vid
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great game right now its on the 4th page take this as a *Bump*
0
cool name by the way
i would be happy to join and help, but currently I can't play any major rolls on projects as I'm already in a few.
0
he wants to move only one unit, so i dont think that would work, you could just copy and paste, but you would have to redo some of the things
0
by the way i accidently messed it up somehow i had wrong events so its not updating dlete the 2 and change it to periodic every 1 second and delete condition
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i believe you rproblem is that you didnt set a variable for your leaderboard and i think last created leaderboard only works for trigger
i attached map with triggers that should work, just copy an dpaste to your map
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maybe you could send me map so i could take a look at the trigger
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yea never thought it would fix that problem but it did fix another one, not sure about the big problem sorry
edit: another problem you have is you created a leader board with only 1 row but your trying to add text for something in row 2