I am convinced scripted_sentences hate me. Created 3 years ago2020-08-26 23:46:13 UTC by SirCobalt SirCobalt

Created 3 years ago2020-08-26 23:46:13 UTC by SirCobalt SirCobalt

Posted 3 years ago2020-08-26 23:46:13 UTC Post #344654
So I've got this setup where there's two characters standing at the mouth of a hole that the player is at the bottom of. I've planned an elaborate conversation but just for testing reasons I only placed two scripted_sentences for each monster for now. I have this trigger_once connected to the first sentence which in turn is connected to the next sentence. But for whatever reason, both sentences won't fire unless I check the interrupt speech flag, but when I do that both characters say their lines at the same time even though I've set a reasonable delay for the second sentence.

I don't know why, but I always seem to have problems with scripted sentences.

Also, seeing as the player won't ever see the top of the hole they're in. Both characters are basically standing on a flat brush with the null texture applied surrounded by a sky. HOWEVER, for some unknown reason both characters are apparently stuck with yellow particles flying around them even though there is absolutely nothing they could possibly be stuck to. No matter how I arrange them.

I would definitely appreciate some assistance, as this problem is particularly annoying.
Posted 3 years ago2020-08-27 07:35:15 UTC Post #344656
scripted_sentences will always trigger their target immediately, you cannot set the delay this way. You would need to time the sentences with a multimanager, and have the trigger_once target that instead.

Interrupt Speech flag is correct as that will prevent regular speech lines or player interaction from interrupting the sentence.

As for the yellow blobs, that doesn't specifically mean that the NPC is stuck IN something. Just that they are stuck in general. This can also occur if they are on too narrow a ledge over a void or too close to an edge and they essentially cannot move from that spot. I can't quite picture the scene based on your description, but my guess is that the NPC's origin points are too close to a drop or void of some sort and they are essentially "floating."
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2020-08-27 10:49:02 UTC Post #344658
I see. It's just that I've seen other examples where multi managers aren't used so I hoped I wouldn't have to use them. I've also seen examples of scripted sentences working fine without any flags ticked so, not sure how that works.
Posted 3 years ago2020-08-27 12:08:58 UTC Post #344659
Also can I just ask...

Is it at all possible to stop sentences mid way through? To give the impression that someone is saying something else?
Posted 3 years ago2020-08-27 20:17:11 UTC Post #344660
It's not something I've done personally, but I know that sentences can be stopped. It happens in Half-Life right before the test chamber. One of the sentences is longer in the audio files, but in game it gets cut off. Not sure how exactly they did that.

Otherwise, you'd need to edit the audio yourself, but that'd only work with a mod with it's own sentences.txt file and so on.
monster_urby monster_urbyGoldsourcerer
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