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3-Way Conversations & Starting one with a trigger

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2

234ab

Rookie
#1
Nov 18, 2011
3-Way Conversations & Starting one with a trigger

A conversation with Azar Javed before we fight a koschey. So I want to create a conversation (is ready, with the actionscript) and it works. But I'don't know to made the second part of my work? Will you help me? And another thing, why don't work that conversation, which has three or more speakers. I know dialog flags how work, because I made a replica in the conversation with Mikul. But I need further explantation. I hope you help me.

Yours sincerely
234ab
 
C

Corylea.723

Ex-moderator
#2
Nov 18, 2011
234ab said:
And another thing, why don't work that conversation, which has three or more speakers. I know dialog flags how work, because I made a replica in the conversation with Mikul. But I need further explantation.
Click to expand...
To have three or more speakers in a conversation, you need to add the tags of the additional characters in the Speaker box.

I have a conversation with four characters at the end of "Medical Problems 2." Here's a screenshot of how that conversation looks in Djinni:



Geralt is included in the conversation automatically, and since Elianna starts off the conversation, the conversation belongs to her. But Triss and Shani also speak during this conversation. The way to include them is to click on the button at the right edge of the Speaker box -- I've circled it for you -- which will bring out a pop-up box. You add the TAGS (from the character templates) of the characters you want to add. Once you've added all the necessary tags -- and you don't need to add Geralt's tag or the tag of the NPC the conversation belongs to -- then you can just choose the character who says the line by using the menu in the Speaker box.

Every line of the conversation will need to have a character assigned to it in the speaker box. As is usual in conversations, Geralt's lines will be in blue, and the lines of the conversation's owner will be in black type. The lines of the additional characters -- Triss and Shani in this example -- will be greyed out, which helps to keep track of who's speaking and if you picked the right character when you assigned lines.

Looking at examples can be very helpful. I don't know if you've played either of my "Medical Problems" adventures, but even if you haven't, you can open them up in Djinni and look at them. The four-way conversation I've shown you a screenshot of is called ck_elikaer2, and you should feel free to look at that and see how it works. I looked at almost every file in "The Price of Neutrality" while I was making "Medical Problems," and the examples it contains were extremely helpful.


234ab said:
A conversation with Azar Javed before we fight a koschey. So I want to create a conversation (is ready, with the actionscript) and it works. But I'don't know to made the second part of my work?
Click to expand...
I'm not sure I understand what it is that you want to do. You want to have a monster suddenly appear at the end of a conversation, is that it?

These sorts of questions belong in the "Modders Workshop" section of the forum. Once you've answered this -- so I know you've seen it -- I'll move this thread there.
 
2

234ab

Rookie
#3
Nov 19, 2011
You always kind and generous to me. I know how a monster appears. Listen this video: http://www.youtube.com/watch?v=3qSh2Y4iJbU 1:03-1:17
 
C

Corylea.723

Ex-moderator
#4
Nov 19, 2011
234ab said:
You always kind and generous to me. I know how a monster appears. Listen this video:
Click to expand...
What about it? Please explain what it is that you want to do that you don't know how to do.

Do you mean that you want to have a special effect when the monster appears, like the lightning when the Koschey appears? Or you want to have the camera focus on the monster when it appears? Or what?
 
2

234ab

Rookie
#5
Nov 19, 2011
No, no, how can I make to load a similar conversation, I thought is a trigger with a conversation, don't you?
 
C

Corylea.723

Ex-moderator
#6
Nov 19, 2011
234ab said:
No, no, how can I make, to load a similar conversation, I thought is a trigger, don't you?
Click to expand...
Yes, a trigger. You need to enable the trigger to get it to work. You can have the trigger enabled when you create it if Geralt won't be going to that place until the conversation is supposed to start. If the trigger is in a place that Geralt could go to before the conversation should start, then you need to run a small script to enable the trigger when it's time for the conversation.

Then of course you need to have the trigger call a script that starts the conversation. Here's an example of a script I used in "Medical Problems 2" to get Zoltan to start a conversation with Geralt when Geralt entered Royce Armstrong's house:


#include "inc_dialog"

void main()
{

object oZoltan = GetStoryNPCObject("ck_npc_zoltan");

if (GetEnteringObject() == GetFirstPC()) {

EnableTrigger(GetObjectByTag("ck_roycehome"),FALSE);

DelayCommand (2.0, TeleportAndTalk(oZoltan));
}
}



You have to start with #include "inc_dialog" if you're using the script to start a conversation.

The line object oZoltan = GetStoryNPCObject("ck_npc_zoltan"); is used to specify that it is Zoltan who will be doing stuff later on in the script. This format is for characters that have story NPC files. If a character doesn't have a story NPC file, then you'd use GetObjectByTag instead of GetStoryNPCObject. That ck_npc_zoltan is the file name of the NPC story file for that character, and of course you can have any oObject name you want.

The if (GetEnteringObject() == GetFirstPC()) is to make sure that the trigger will only fire when GERALT enters it; if you don't have that line, then an NPC could make the trigger fire.

The EnableTrigger(GetObjectByTag("ck_roycehome"),FALSE); line is to turn the trigger off after it has been used for the first time; if you don't turn it off, then the conversation might start all over again as soon as you finish it the first time.

TeleportAndTalk(oZoltan); makes Zoltan go to Geralt and begin a conversation. If you want to specify a particular conversation file that he will use, you can include that. If you don't specify a conversation file, then the character will use whichever conversation file is active during this phase of the game.

TeleportAndTalk moves the NPC to the player and starts the conversation. There's also TeleportPCAndTalk, which moves the player to the NPC. They both start conversations; which one you use depends on where you want the player and the NPC to be when the conversation is over.

I put DelayCommand (2.0, before the Teleport command so that the player would have a couple of seconds to see that Geralt had entered the house before the conversation started. If you want the conversation to start right away, then you leave that out. If you do use a DelayCommand, you can put in any number of seconds you want where I have the 2.0.

You can read more about the TeleportAndTalk command on this page of the Djinni Wiki: http://djinni.wikia.com/wiki/TeleportAndTalk
 
2

234ab

Rookie
#7
Nov 20, 2011
thank you :D
 
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