Dialogue Result Scripts

Post » Sun Jul 24, 2011 11:31 pm

Afternoon all,

lovely British sunny afternoon over here in the UK and I'm spending it indoors spoffing up up on my scripting! :)

Now Im looking into topics and dialogue again and wondering if anyone had come up with an ingenius way of getting result scripts to run mid-conversation.

An example;

NPCjohn says to the player, what's the Capital of France?

The player answer incorrectly by saying London, and the result script indicates the player should lose a bit of health and a klaxon sounds. Now this doesn't obviously work, as npcJohn would then say something back, and the klaxon and changes wouldnt taken place until after the dialogue ends.

Is there anyway way of generating sounds/effects mid-dialogue?
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Kevin Jay
 
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Post » Mon Jul 25, 2011 12:14 pm

Well I can think of two ways for you to achieve this.

A) You make the klaxon sounds run at the START of the NPC's line, so it runs as he speaks.

B) Make the NPC say something like "Incorrect!" Then after that the buzzers go off. That makes perfect sense and is how most game shows do it.

Also, it would be easiest to edit a klaxon or buzzer noise that you can play in 2d with the script command 'playsound' as opposed to enabling a klaxon noise then having to disable it later. (Not sure what you were planning there.)

Gunmaster95
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Alycia Leann grace
 
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Post » Sun Jul 24, 2011 11:08 pm

Well I can think of two ways for you to achieve this.

A) You make the klaxon sounds run at the START of the NPC's line, so it runs as he speaks.

B) Make the NPC say something like "Incorrect!" Then after that the buzzers go off. That makes perfect sense and is how most game shows do it.

Also, it would be easiest to edit a klaxon or buzzer noise that you can play in 2d with the script command 'playsound' as opposed to enabling a klaxon noise then having to disable it later. (Not sure what you were planning there.)

Gunmaster95


Hey GM, thanks for the suggestion. I tried that aswell, but no joy. Effectively, the script I'm using, is;

player.damageAV health 50imod FireExtinguisherISFXplaySound FXExplosionRobotBuzz


I've tried it in Result Script (Begin) then in Result Script (End), and it doesn't run until the end of the dialogue.
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naana
 
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