rujuro on 14/9/2005 at 13:49
Has anyone gotten one to work? In the sense that they made a new conversation with new sound schemas associated with it and it ran in game?
I'm working on this now, and I have gotten evertything set up as I think it should be, but the conversation doesn't appear to be running. I added the conversation to CastleGuardCourtyard1 in the conversation editor, made it proximity based, pointed the audio file strings to my new sound schemas, added my map to the map list and added the name of my map to the conversation package in the level properties. Any ideas? Thanks.
Rantako on 14/9/2005 at 16:00
Could be the format of your sound files? I haven't tried conversations yet, but I know T3ED is very particular about sound formats. Ogg files definitely work, not sure what format you need for wav files. I suppose you could check by seeing if the individual schemas play in the schema browser.
rujuro on 14/9/2005 at 16:32
Thanks, although I'm actually testing it by putting a .wav that came with the editor in the schema initially just to see if it works. I'm using the sound of the power generators coming online from the museum. Can't get it to play though.
ascottk on 14/9/2005 at 16:44
I haven't been able to use any custom conversations yet. I added my map to an OM conversation & had that work but when I tried to create my own it didn't. No animations or anything. It's like the conversation never existed.
Rantako on 14/9/2005 at 17:45
Quote Posted by rujuro
I'm using the sound of the power generators coming online from the museum. Can't get it to play though.
This is one of the schemas which is meant to be used in '2D sound' (player can hear it full volume, AIs can't). Schemas like this actually have no volume, so when you play it in non-2D sound, it seems to do nothing. It probably is playing; you just can't hear it. One of the boxes in the schema browser tells you what the volume range is, it needs to be set for any new schemas you make.
rujuro on 14/9/2005 at 18:00
Hmmm, I suppose that may be it, but to clarify, I made a new schema that pointed to that .wav file. I think I set the volume, is that the distance 0-100ft or something like that?
rujuro on 15/9/2005 at 01:16
I'm beginning to think there is a serious problem here. I've gotten custom sounds into the game before, but I am having no luck when I try and attach one of those sounds to a custom conversation. I got a pre-existing conversation to play, but no matter what I do the custom one won't work.
I'd love it if someone could shed light on this. It's going to be very hard to do something really unique without it.
ascottk on 15/9/2005 at 01:23
I would just use triggerscripts (the conversations seem like triggerscripts anyway). The only success I had with conversations is setting up objectives.
rujuro on 15/9/2005 at 01:47
any suggestions on how you'd approach that? I suppose you could just call the audio with a series of triggerscripts, but if the player alerts the AI they'll just go on having the conversation while they chase you down, right?
ascottk on 15/9/2005 at 02:05
Quote Posted by rujuro
any suggestions on how you'd approach that? I suppose you could just call the audio with a series of triggerscripts, but if the player alerts the AI they'll just go on having the conversation while they chase you down, right?
True :p yeah, that's complicated. Maybe we're doing the conversation thing wrong :confused: If it comes down to scripts then I would use a combination of conditions and flags (when this "conversation" happens set *this* flag to true):
When this AI becomes alerted (or similar)
action: set *this* flag to false
I hate work arounds :nono: