LarryG on 11/9/2017 at 03:48
I wanted to look at how LGS managed the Murus conversations, but I can't see any AIConversationActor links on Murus (AI Brother Murus (853)). I begin to suspect that Murus's conversations are all hardwired into the undocumented Murus script. Does anyone know?
Zontik on 11/9/2017 at 07:54
To be sure, start conversation in game, save it and look at save file in DromEd.
LarryG on 11/9/2017 at 14:06
I started the "conversation" with set game_mode_backup 0 and looked. This is what his links look like after teleporting to MurusIntroSpot and begins speaking:
[ATTACH=CONFIG]2394[/ATTACH]
And this is what it looks like after he teleports to MurusCourtyardSpot and begins speaking:
[ATTACH=CONFIG]2395[/ATTACH]
Still no AIConversationActor links to a conversation. He just stands there, adjusting himself to always face the player via the AIWatchObj link on himself to himself, reciting his lines.
My bet is the Murus script in T1/G's miss11.osm. If that's the case, then no help for me there in figuring out my own, similar, conversation approach. Oh well. It was worth a look, I guess.
ZylonBane on 11/9/2017 at 14:13
It's even worse than that. According to the leaked source, there's custom Murus stuff in the engine AI code.
LarryG on 11/9/2017 at 14:44
I'm thinking I'm going to have to have a complicated qvar based system which increments qvars as Garrett accomplishes sub-goals so as to know which conversation to play should he return before fully completing his goals. I was hoping to see how LGS did it. And I guess I found out. They did it in a way that I can't use or even see. Oh well.
R Soul on 11/9/2017 at 17:53
If LGS hadn't have used a script, they'd have used a complicated qvar system, which you'd now be confronted with, and you'd have spent a long time following links and examining objects, and then trying to adapt it in lots of small ways to suit your slightly different requirements. I think it's better that you're starting from scratch.
I set up a conditional set of convs in A Job Well Done. NVLinkBuilder makes it easier.
Renault on 11/9/2017 at 18:32
Years ago, Belboz converted RTTC from T1 to T2. Any idea how he did the Murus parts?
LarryG on 11/9/2017 at 20:14
Quote Posted by R Soul
... I think it's better that you're starting from scratch. ...
Maybe, but I'd like to have a choice in the matter. Sigh. I'll set up a logic table and see where that leads me.
One semi-tricky bit, at least until I figure it out, will be knowing what is in Garrett's pockets. It's not enough that he pick something up. He has to bring it back to a specific room. I'm thinking either TrigRoomDelivery or TrigRoomObject. But I'm not certain I care if Garrett throws the objects into the room or carries them in his inventory in order to set off a conversation. I think that's the only distinction, that TrigRoomObject will fire for both and TrigRoomDelivery only when in inventory. The problem is when he has both A and B in his pocket. I don't want to trigger the A conversation or the B conversation, only the A+B conversation. I'll figure it out.
I was hoping that there was some clever approach they used back then that I could learn from. Guess not. I'll have to do some scratching in the dirt myself then.
Daraan on 11/9/2017 at 22:22
I'm just curious what's the special thing about this conversation?
R Soul on 11/9/2017 at 22:54
You can track the items by having them both add to the same qvar when picked up. Item A adds 1, item B adds 2. As long as the player cannot drop the items, there will only be 4 possible values.
0 = No items
1 = Item A only
2 = Item B only
3 = Both items