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[SOLVED] Interaction dialog wont trigger

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V

VoidByte

Forum regular
#1
May 29, 2013
[SOLVED] Interaction dialog wont trigger

mhhh,

now i need some help here..
I have an NPC.
He have an hughe dialogue (scene-script) file. I made em in the same way, i does it for a lot of other NPC´s.
All of them working fine, excapt by this one.

The problem:
If Geralt runs close to him, this "start dialogue" sign (speechballon) over the npc´s head dont appear.
I cannot talk with him. But if i draw my sword, then i can see the sign. (but if i click, geralt will hit em with the sword and he died instandly :D)

so, i have checked EVERYTHING again and again... the voicetags, the spawnpoints, communityfile, appearance everything what have far to do with this guy. ... no clue what to do now to get into the dialogue.
 
Benzenzimmern

Benzenzimmern

CD PROJEKT RED
#2
May 30, 2013
It looks like you did something wrong with the tags you gave him or the trigger, but I can't say more right now. Could you upload somescreenshots of all the relevant stuff? Npc entity, community, the parameters in your dialogue, your quest, etc.

Ps: This is also for a lot of other guys: Tips & Tricks is for guys who know something new and want to write about it. If you want help with something, write in "General Discussion". :)
 
V

VoidByte

Forum regular
#3
May 30, 2013
Some screenshots:

Community File:
  • Community file first side
  • Community file second side
  • Community file timetable

entity file:
  • Entity node properties
  • Entity appearance
  • Entity VoiceTags

Quest:
  • Quest entity
  • Questfile
  • Quest phase setter
  • phase interaction dialogue

Dialogue:
  • Scene script dialogue
  • Scene Script Actors definition
  • Scene script dialogue settings
 
Benzenzimmern

Benzenzimmern

CD PROJEKT RED
#4
May 30, 2013
The first thing I saw was that you have spawn point tags. Don't use them if you also spawn him at actionpoints in his timetable. Another reason for the dialogue not working could be that your npc has "Slot number 0" in "dialog settings". Give him a number over 0.
I hope it helps. :) If not and you don't know what else to do, you can try to send me your file and I'll have a look at it.

Ps: You shouldn't use one scene file for all the dialogue with your npc. Your file looks very crowded and you have several starting points in only one scene. You should do only one input per scene file and create more scene files, since Redkit often bugs around when you have too much of them.
 
V

VoidByte

Forum regular
#5
May 31, 2013
Ok, we discuss in the chat and where able to figure out the problem.
Now im in the state that i can spawn the guy and talk to him.
But another problem comes across. I can just spawn one people per community file.

example:
With 3 Community files i can spawn 3 People, with 3 people in 1 Community file, i have to decide who should spawn.
 
Benzenzimmern

Benzenzimmern

CD PROJEKT RED
#6
May 31, 2013
I have a community file with around 25 npcs for my town. You can just rightclick on your npc in the community file and add a new line for other npcs. Theoretically you can have an infinite number of npcs in one community file.







So what do you mean with "decide who should spawn"?

Ps: If you have a look at my first video tutorial, you can see a community with 2 npcs. So if you do it exactly like I did for the video, it should work: http://www.youtube.com/watch?v=knqO4l4zBlI
 
V

VoidByte

Forum regular
#7
May 31, 2013
i have done this now:

The one and only quest file in the map:
  • Overview
  • inside Iorben Phase
  • Inside Aurelie Phase
If i connct Iorben and Aurelie, like in the Screen, just Iorben will spawn.
If i disconnect him, Aurelie spawns.
Frederik is in an other community, he spawns all time without trouble.

in German:
Ich habe jetzt nurnoch eine CQuestComponent. Diee ruft die im Bild zu sehende "Spawnqueste" auf.
Wenn ich darin "Iorben" und "Aurelie" zugleich starte, dann kommt nur Iorben auf die map.
Wenn ich den aber nicht linke, kommt Aurelie. Gespräche funktionieren jetzt bei beiden aber einwandferi.
Frederik ist es egal mit wem er spawnt, der kommt immer. Ist aber von den dreien der einzige, der in einer anderen
Community steht.
 
Last edited: May 31, 2013
Benzenzimmern

Benzenzimmern

CD PROJEKT RED
#8
Jun 1, 2013
Unfortunately I can't see the problem that causes the other npcs not to spawn. You could zip your level (the one in "levels" you load with Redkit, not a cooked one), upload it (dropbox or mega or something else) and send me the link via PM so I can look into your quest- and community files and search for the error.

Ps: I uploaded an older version of Lykaon in another thread ( http://forums.cdprojektred.com/threads/358-Is-it-possible-to-open-the-Lykaon-mod-on-the-REDkit-I-want-to-learn-from-it ), so you can download it there and open it in Redkit. If you don't want to send your level, you might find the solution in there.

My communties are in the group "communities" and you can have a look at my quest file in the group "quests". It is called "actionstarter_quest".

Edit: Solved
 
Last edited: Jun 1, 2013
H

Horn.625

Senior user
#9
Feb 10, 2014
Hello there, REDkit community!

Does anyone know the solution for the problem described at the beginning of this thread?

VoidByte said:
The problem:
If Geralt runs close to him [NPC], this "start dialogue" sign (speechballon) over the npc´s head dont appear.
I cannot talk with him. But if i draw my sword, then i can see the sign. (but if i click, geralt will hit em with the sword and he died instandly :D)

so, i have checked EVERYTHING again and again... the voicetags, the spawnpoints, communityfile, appearance everything what have far to do with this guy. ... no clue what to do now to get into the dialogue.
Click to expand...
I'd like to use Lambert's model in my mod, but he seems to lack something that would allow triggering dialogues by clicking on him.
 
Benzenzimmern

Benzenzimmern

CD PROJEKT RED
#10
Feb 10, 2014
Hi Horn,

do you just use the "Lambert entity" you can find in the Asset Browser? I am not sure if he is a working npc. You can try copying an existing (working) npc, go to template properties and add the Lambert entity there. Now if you delete the template this working npc used, Lambert could theoretically work, but it is possible that dialogue animations, etc. won't work with him, since he is basically a Witcher 1 model that was used in the intro cinematic, but never planned to really work ingame.
 
H

Horn.625

Senior user
#11
Feb 10, 2014
Yes, I did use "lambert_man" entity template I found in the Asset Browser.

Now I tried the solution you described - without deleting npc's original templates, since it appeared to be kinda counterproductive - and it seems to work just fine.
Thank you for the tip and your whole work with the REDkit. I've seen your tutorials - useful stuff.
 
N

NewCharacter

Rookie
#12
Feb 24, 2014
If anybody else has this problem ("start dialogue" sign over the NPC´s head appears only when player's sword is drawn), here's solution which works for me: open entity template of your NPC, choose "Show all" and see, if there is CInteractionComponent called "Talk". If it's not present, than just add it and edit for your needs.

I got this idea thanks to this helpful tutorial, posted just in time to save me from removing RedKit for good :happy:
 
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