rujuro on 15/9/2005 at 02:46
Yeah, I suppose there might be some kind of workaround, even a triggerscript on the conversation participants that watches for red alert and kills the sound schema in the event of one. Still the danger that they'll give one of their idle barks in the midst of a conversation though.
Be so much easier if someone could just figure out how to get them to work.
ascottk on 15/9/2005 at 03:04
Quote Posted by rujuro
Yeah, I suppose there might be some kind of workaround, even a triggerscript on the conversation participants that watches for red alert and kills the sound schema in the event of one. Still the danger that they'll give one of their idle barks in the midst of a conversation though.
Be so much easier if someone could just figure out how to get them to work.
I'm not sure but use the Play AI bark [String] action instead of playing sound schema at the location so that way the AI knows it's talking. & it would be easier if someone knew how they work.
When I was trying to work on the T3 version of A Keepers Training I ended using these kinds of scripts & I didn't notice any idle barks during the speech.
For Krellek's Labyrinth I wanted to use some animations through the conversations for one AI who is supposed to wake up. I ended up deleting him.
rujuro on 15/9/2005 at 03:22
in this case the [string] is the name of the schema?
ascottk on 15/9/2005 at 03:51
Quote Posted by rujuro
in this case the [string] is the name of the schema?
I think so . . .
rujuro on 15/9/2005 at 13:38
I'm pretty sure I know what the problem is, and I'll verify it this weekend. I think that it's the same problem that exists when you try and use a streaming ambient. The schema has to be in the schema metafile or it won't play. I think they fixed it to look outside the metafile for certain sounds, but missed it on other special cases.
I'll check and see, it may be possible to use the memory metafile for custom sound distribution, since that one is currently empty. I'll also give that a shot.
Dark Arrow on 17/9/2005 at 15:03
*Sigh*
I wish you luck rujuro, because I'm in the same situation you are in and I don't have any idea how to compile the metafiles.
ascottk on 17/9/2005 at 17:04
Has anyone had a problem with adding goals? When I add a goal it seems to merge with another goal. They keep trying to share the same schema file.
EDIT: Okay that's a weird problem but I think I fixed it. Highlighted another conversation so nothing in my map was highlighted then I added.
Sidenote: there doesn't seem to be a way to choose which metafile to use in the conversation browser. Oh, I see, when you add a speech then the associated audio is moved in the soundschema browser automatically (which is not the actual sound but the subtitle info & voice tags). Which doesn't help with actions & objectives & such.
rujuro on 17/9/2005 at 18:33
I did a writeup in the Wiki that tells how to compile the metafiles, so check there if you want to give it a shot.
rujuro on 17/9/2005 at 23:42
Well, one last post on the matter.
I was able to take an existing conversation and add my map to it, it played in game, I saw that the conversation file associated with my map grew in size. My custom conversation still refuses to play, however. I have no idea why.
EDIT: I have also discovered that it is possible to break existing conversations by pointing them to different schema files. A significan tproblem is that they still don't play the actual sounds of those (custom) schema files. However, it at least shows that the changes we make in the conversation editor are being included, just have to figure out why the sounds won't play.