Sentence issue Created 7 years ago2016-08-05 18:08:06 UTC by EsprimoP EsprimoP

Created 7 years ago2016-08-05 18:08:06 UTC by EsprimoP EsprimoP

Posted 7 years ago2016-08-05 18:08:41 UTC Post #331093
Does setting the flag 'Concurrent' in scripted_sentence actually allow multiple sentences to be played without interruptions? For example sci1 starts speaking, halfway to end of the sentence sci2 starts speaking, you can still hear sci1 simultaneously speaking?

I tried setting the flags 'Concurrent' and 'Interrupt Speech' to all scripted_sentence's. The result is speakers (scientists for instance) speaking but being interrupted by other speaker.

I tried setting only the flag 'Interrupt Speech'. The result is silence, no one speaks anything.

I tried setting only the flag 'Concurrent', same result as above, also same result goes for none of them being set.
I have looping ambient_generic sound playing in the background, if that causes the problem.

Edit: Also the monsters have flag 'Gag' set.
EsprimoP EsprimoPwEight
Posted 7 years ago2016-08-06 11:27:41 UTC Post #331098
These flags only apply to monsters that can do idle talk, like scientists. Human Grunts can't do it in vanilla HL. For programmers, any monster that inherits from CTalkMonster supports these.

If the Concurrent flag is NOT set, then multiple monsters can talk. If it's set, other monsters will be silenced.

The Interrupt Speech flag will allow monsters to talk even if their normal conditions would prevent this. For instance, if other monsters are talking, then this flag will ignore that and allow the targeted monster to talk as well. This only works if the monster is alive.

If you use Interrupt Speech with Concurrent, the latest sentence takes priority. All other talking monsters are silenced.

If Concurrent is NOT set and Interrupt Speech isn't set, then the monster might not speak at all if another monster is speaking due to condition checks.

If Interrupt Speech is set, and Concurrent isn't, then you can let any monster talk at any time without being interrupted.

Setting the Gag flag and not setting Interrupt Speech will cause monsters to never speak any sentences.

I know this is confusing. The Concurrent flag actually disables concurrent speech. This is why: https://github.com/ValveSoftware/halflife/blob/master/dlls/scripted.cpp#L1171

The flag's state is inverted. So setting it disables concurrent speech, rather than enabling it.

If setting Interrupt Speech and not setting Concurrent doesn't work, then something else must be wrong.

Is the Followers Only flag set? If so, the scientist will only say something if they're following a player.

Try enabling developer mode. Set developer to 2 or higher to see sentence information in the console. That should help you identify the cause of any problems.
Posted 7 years ago2016-08-10 10:44:57 UTC Post #331147
Developer mode reports no problems, just "Firing sentence (sentencename)" or something like that, nothing else.

The monster's (scientist's) flag Gag is only set, no other.
All of the scripted_sentences' flags are unchecked. Interrupt Speech is not needed since the scientists are gagged from speaking random sentences, right?
EsprimoP EsprimoPwEight
Posted 7 years ago2016-08-10 17:45:08 UTC Post #331154
Note sure. Try clearing the Gag flag. That might be preventing it from working somehow.
Posted 7 years ago2016-08-10 17:49:10 UTC Post #331155
Sometimes it also helps just recreating the entities. In rare cases I actually had to copy out things such of this out of my other maps where the entities worked and wolla suddenly it also worked in the map I was working on despite that everything was set up identical.

It's kinda odd.
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