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I want soldiers to talk to each other plz help....

Posted: Wed Feb 05, 2003 10:40 pm
by lt barnes
Hi I really need help....

I want to make 2-3 soldiers talk but it isn't workin at all for me.

I have done the trigger all right and i can get the first man to speak..well he did for a bit, now he doesn't.

HERE IS MY SCRIPT

speech:
$friendly1 say dfr_m3l3_308h3
$friendly1 waittill saydone
wait 1

$friendly1 say dfr_m3l3_309h7
$friendly1 waittill saydone
wait 1

$friendly2 say dfr_m3l3_310j2
$friendly2 waittill saydone
wait 1

$friendly2 say dfr_m3l3_320j3
$friendly2 waittill saydone
wait 1

$friendly2 say dfr_m3l3_321j1
$friendly2 waittill saydone
end

Can someone please help i would love to have soldiers talkin to each other.

(MY LOGIN AINT WORKIN, AND I CAN'T EMAIL IT TO MY REAL EMAIL ADDRESS!!!)

(this isn't my email address i made it up on the spot, jus so i could talk to u guys!)

Posted: Wed Feb 05, 2003 10:47 pm
by Sputnik
At the beginning of the script, do you have "friendly1 = level.friendly1", because if you don't I THINK the script should be "level.friendly1 say.. etc."

I don't know much about speech yet, so wait till mohaa_rox, or jv_map replies.

Posted: Thu Feb 06, 2003 1:59 am
by mohaa_rox
Actually I haven't tried it. But he's right. Give your $friendly1 = level.friendly1. Then to make things easier, level.friendly1 = level.personname.

Then
level.personname say .....
level.personname waittill saydone.

Posted: Thu Feb 06, 2003 11:29 am
by Angex
I used didn't use the level.name part in my script, which works okay. I just used the AI's targetname, being friendly.

//BARNES WALKS OVER
barnes:
$friendly walkto $path1
$friendly waittill movedone
wait 0.3
$friendly turnto $player
$friendly lookat $player
$friendly say dfr_M1L1_add05
$friendly waittill saydone
$friendly lookat NULL
end

Posted: Thu Feb 06, 2003 11:41 am
by mohaa_rox
But he has friendly1, friendly2 etc. Just do the same too.

Posted: Thu Feb 06, 2003 2:02 pm
by jv_map
Ok I spotted some confusion here. :(

level.friendly1, 2 and so on are not automatically set by the game. They don't exist at all unless you're using global/friendly.scr. This script file sets the level.friendly values for all actors with targetname 'friendly' and a #fnum being the number of the friendly.

Lt. Barnes' code should work if the targetnames of the friendlies involved are 'friendly1' and 'friendly2'. Also, the necessary sound aliases (and preferably the dialog animations) need to be defined somewhere (or use test_).

Hope this gonna help somewhat somehow :roll:

Posted: Thu Feb 06, 2003 5:24 pm
by lt barnes
i tryed all this and still it don't work

can someone make a room with like 2-3 ppl in a convosation plz.

I am makin a level and it has 6 objectives gonna be big.
and i want to go the whole way by addin speech.

Also i have an objective with a nebelwafer which u have to blow up. that works all fine and dandy, but how can i get it to fire at u as well?

Posted: Fri Feb 07, 2003 1:51 am
by mohaa_rox
Check the mapping page with Topic: NEBEEWERFER!!!SPREAD OUT!!!!!!!!!