So I have been working on what conversations are and how to use them, this is what I have working.
First off what I know of conversations is it is a data set that allows grouping of lines of text to be displayed, along with actions, and states.
First off if you goto the data editor >> conversations you will see that there are some already there. Add a new object and called it whatever. There is a drop down called conversation, within that there are many choices, the only ones I have messed with are generic and mission.
Once you have a conversation made, goto the drop down for the data editor again and goto conversation states. In here make a new object. Just name it and click ok.
Now that you have the two new objects you need to set up some lines etc. First off go back to the conversation object you made and click it. On the right, (if you have all the data displayed in table view, etc), you will see multiple fields, just double click on any one with the + at the end and it will open a new window. This is the window where you add everything.
In the new window right click the empty space and click add new group. This adds a new folder to contain lines and other options. Under the first tab is text, this is just the name of the folder/group. Under selection tab, I have no clue there, Camera I assume is to attach it to a camera. Conditions are how to control the flow, see below.
Right click the group and add a line. The first tab under line when clicked is text, that is what is displayed on the screen as a text message. There is also options on that tab for facial animations and text tags, I haven't messed with those. The next tab is sound, here you can set sounds to play when that line is displayed, mainly for voices, I haven't done that either. I also just left animation and camera alone for now. Under Conditions and Actions is where choices come into play, look below for that info.
You can also right click and add a Choice, this allows you to use conditions and actions to control flow more, in this case to jump to a new group of lines.
Ok so conditions and actions: These are controlled by states, what you setup after conversations. So go back to Conversations states and click the object you added. On the right, double click the indices field. A new window opens. In the new window right click and select add. In this new window Set an id and a name for this state. The rest of the tabs allow more control, but once again haven't done that yet, will mess more later. So click ok. Now double click info names field on the right. In under the first whit box right click and hit add value twice. Each time adds a new default value field, which is tied to those tabs in the indices. The one to worry about here is Value. Click it and in the second white box right click and hit add. This adds a value state or another words an integer. So add things for checks, like AcceptedMissionQuest1, DeclinedMissionQuest1. Click ok now.
Now that all that is set up go back to conversations. Click the object you made and open that window, clicking on any + field.
Now that we have states you can open the data fields for the group and under condition set things like, AcceptedMission under this State is equal to 0. That way that everything under it wont be displayed if AcceptedMission equals 1. Then in the data fields for the lines you can do similar with conditions and actions.
What I have done is make two groups, one for Quest 1 Mission and one for Quest 1 Accepted. In the first group is lines describing the mission, and a choice called accept that has condition accepted == 1. The action choice jumps to the second group of lines if that condition is met. This can be done with out the choice and just making the condition for the second group as accepted == 1. This other group has lines for when the mission has been accepted.
All of this is called via triggers. In this case:
Event:
Unit Selection - Any Unit is Selected by player Any Player
Action:
Conversation - Run RPGConvQuests conversation for (Player group(1)), allowing Simple Skipping, and Wait until done
As you can see I don't care about player owner at the moment.
To cause the group of lines to change, you can do any type of trigger such as Dialog button clicked, user types chat string, etc.
In the actions here, u can just put dialog button click == accept button, set 'name of state'.Accepted == 1
This will make it so when the user is reselected it give a new response, not the best method, the selection thing, but it works to a degree, they have to deselect and select again though.
So that is my tutorial for now on conversations, there will hopefully be more soon. What I have talked about will allow users to make a conversation object with groups of text lines that can be called based on states. These lines will then be display as text messages, in the order you selected in the group options.
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So I have been working on what conversations are and how to use them, this is what I have working.
First off what I know of conversations is it is a data set that allows grouping of lines of text to be displayed, along with actions, and states.
First off if you goto the data editor >> conversations you will see that there are some already there. Add a new object and called it whatever. There is a drop down called conversation, within that there are many choices, the only ones I have messed with are generic and mission.
Once you have a conversation made, goto the drop down for the data editor again and goto conversation states. In here make a new object. Just name it and click ok.
Now that you have the two new objects you need to set up some lines etc. First off go back to the conversation object you made and click it. On the right, (if you have all the data displayed in table view, etc), you will see multiple fields, just double click on any one with the + at the end and it will open a new window. This is the window where you add everything.
In the new window right click the empty space and click add new group. This adds a new folder to contain lines and other options. Under the first tab is text, this is just the name of the folder/group. Under selection tab, I have no clue there, Camera I assume is to attach it to a camera. Conditions are how to control the flow, see below.
Right click the group and add a line. The first tab under line when clicked is text, that is what is displayed on the screen as a text message. There is also options on that tab for facial animations and text tags, I haven't messed with those. The next tab is sound, here you can set sounds to play when that line is displayed, mainly for voices, I haven't done that either. I also just left animation and camera alone for now. Under Conditions and Actions is where choices come into play, look below for that info.
You can also right click and add a Choice, this allows you to use conditions and actions to control flow more, in this case to jump to a new group of lines.
Ok so conditions and actions: These are controlled by states, what you setup after conversations. So go back to Conversations states and click the object you added. On the right, double click the indices field. A new window opens. In the new window right click and select add. In this new window Set an id and a name for this state. The rest of the tabs allow more control, but once again haven't done that yet, will mess more later. So click ok. Now double click info names field on the right. In under the first whit box right click and hit add value twice. Each time adds a new default value field, which is tied to those tabs in the indices. The one to worry about here is Value. Click it and in the second white box right click and hit add. This adds a value state or another words an integer. So add things for checks, like AcceptedMissionQuest1, DeclinedMissionQuest1. Click ok now.
Now that all that is set up go back to conversations. Click the object you made and open that window, clicking on any + field.
Now that we have states you can open the data fields for the group and under condition set things like, AcceptedMission under this State is equal to 0. That way that everything under it wont be displayed if AcceptedMission equals 1. Then in the data fields for the lines you can do similar with conditions and actions.
What I have done is make two groups, one for Quest 1 Mission and one for Quest 1 Accepted. In the first group is lines describing the mission, and a choice called accept that has condition accepted == 1. The action choice jumps to the second group of lines if that condition is met. This can be done with out the choice and just making the condition for the second group as accepted == 1. This other group has lines for when the mission has been accepted.
All of this is called via triggers. In this case:
Event: Unit Selection - Any Unit is Selected by player Any Player Action: Conversation - Run RPGConvQuests conversation for (Player group(1)), allowing Simple Skipping, and Wait until done
As you can see I don't care about player owner at the moment.
To cause the group of lines to change, you can do any type of trigger such as Dialog button clicked, user types chat string, etc.
In the actions here, u can just put dialog button click == accept button, set 'name of state'.Accepted == 1
This will make it so when the user is reselected it give a new response, not the best method, the selection thing, but it works to a degree, they have to deselect and select again though.
So that is my tutorial for now on conversations, there will hopefully be more soon. What I have talked about will allow users to make a conversation object with groups of text lines that can be called based on states. These lines will then be display as text messages, in the order you selected in the group options.