Seeking in-game conversations... - by jtr7
jtr7 on 22/11/2008 at 03:51
I want to know what texts and conversations are found in the game while playing TDS.
Not all the texts or voice files are used. Which ones are?
More specifically, I want to know where they are seen or heard, as in, what city section they occur in, which building, which space or room.
During which game day do they occur (Day 1, Day 2, ... Day 9)?
What action triggers them? Which conditions? (Difficulty level? Proximity? Frobbing? Stealing? Killing?)
This will tell us many things for many purposes.
ShadowSneaker on 22/11/2008 at 03:51
Cool. There's a mission-specific folder in there; it might contain what you are looking for.
SS
jtr7 on 22/11/2008 at 03:56
Is that the one labeled "City Sections" or is there another one?
massimilianogoi on 22/11/2008 at 04:00
Quote Posted by jtr7
I want to know what texts and conversations are found in the game while playing TDS.
Not all the texts or voice files are used. Which ones are?
More specifically, I want to know where they are seen or heard, as in, what city section they occur in, which building, which space or room.
During which game day do they occur (Day 1, Day 2, ... Day 9)?
What action triggers them? Which conditions? (Difficulty level? Proximity? Frobbing? Stealing? Killing?)
This will tell us many things for many purposes.
By the Builder!! Good luck, you'll need of this, because it should a heavy work!
You'll have to examine all the conversations schemas for any maps, plus any AI to see if they have a TriggerScript Conversation Property et cetera.
I admire so much your work, because it will require so much efforts, above all.
ShadowSneaker on 22/11/2008 at 04:08
It's just called 'Missions', jt. It's beneath 'Matinee' in the trigger scripts browser.
Quote:
plus any AI to see if they have a TriggerScript Conversation Property
That's a good idea. If you look in the actor browser, some of the AI are named according to the location they appear : Hammer Worker Clocktower, for example. There is another named Hammer Worker working late (a clue as to what he says, perhaps?).
So looking amongst the AI might give you more clues.
SS
jtr7 on 22/11/2008 at 04:11
Thank you! That should be enough for me to chew on for now.:thumb:
But feel free to add anything, if you think of it.:cool:
My biggest concern is just keeping my T3 and T3Ed running smooth long enough for me to have a breakthrough.:sweat:
massimilianogoi on 22/11/2008 at 05:02
Quote Posted by ShadowSneaker
That's a good idea. If you look in the actor browser, some of the AI are named according to the location they appear : Hammer Worker Clocktower, for example. There is another named Hammer Worker working late (a clue as to what he says, perhaps?).
SS
Nono! I mean in the map in facts! That's why I said it will be a huge works!
Many AI have the TriggerScript property linked to the precise conversation added locally, so you have to pass them all.
Beleg Cúthalion on 22/11/2008 at 08:17
Usually conversations have their own trigger scripts (and I'm glad you can see it yourself since I had a bad conscience over the last days :p). You can see the way they are triggered in the CONDITION. In fact they should be self-explanatory (When this volume [MYSELF] is breached by category [PLAYER] for instance means that there's a volume nearby and the conversation triggers as soon as the player comes near the two guys etc.). Days are queried by GlobalInts (just a name with a number which can change to save certain information across the level(s)) and you should recognize it easily as well.
You'll notice a lot of so-called Paranoia scripts. I'm always fascinated by looking at them, for instance there are scripts which make NPCs more alert for about twenty seconds after they've looked at Garrett's wanted bill.
PS: Reading Krypt's triggerscript tutorial in the Flesh Wiki might help you to understand how thewy work, the difference between when and query options etc..
jtr7 on 22/11/2008 at 08:20
Pretty cool! Thanks. Yeah, I just gotta get used to looking at these without feeling weary.:laff:
jtr7 on 30/11/2008 at 02:57
Oh man, guys... the files in the TriggerScripts folder (that comes with T3Ed) contain the info I'm looking for, BUT (!) looking at one in Notepad, every other character is followed by a charcter that looks like a space, but isn't, thus:
...looks like...
Code:
O Q _ H a u k n o r R e f o r m e d
Yeah, I was looking for that unused file and found it in
TS_524.tsd. I've seen this kind of thing before. Each space is hidden code. Nothing makes it go away and it cannot be seen in HTML mode.
Of note, this particular trigger is actually an example of the devs leaving a loose end. The trigger is still there, but the file it's linked to is no longer in the game files.