Something I found out. Created 20 years ago2003-11-08 01:18:25 UTC by Marlborometal Marlborometal

Created 20 years ago2003-11-08 01:18:25 UTC by Marlborometal Marlborometal

Posted 20 years ago2003-11-08 01:18:25 UTC Post #4224
Investigating on Anthony?s post I found out something interesting... Aren?t you tired of the scientist?s cheesy talk?, haven?t you ever wished they could stay silent instead randomly saying "Who is responsible of this!!!"?... Well, this is made with the "Gag" flag but then the scientist won?t talk at all. Imagine you?re mapping something and need a scientist to talk JUST what you want him to talk with a Scripted_sentence... With Gag he won?t and without he may spawn some random stuff...
Seems quite difficult to solve and I found a way of radically prescinding of these phrases... Just locate them in the sentences.txt file and then put a // in front of them or replace their sound with an empty sound (just create one with the windows recorder or record some silence). They won?t say anything except of what you want.
And maybe I?m just telling stupid things and there is an easier and healthier way to make this (well, modifying sentences.txt implies distributing it with the map and therefore making a mod). Does anybody know something?. I need it although this method is working for now ;) (actually there?s only one scientist in the map and he only says what I want so there?s no possibility I want random phrases).
Posted 20 years ago2003-11-08 02:10:28 UTC Post #4226
Hmmmm interesting...
AJ AJGlorious Overlord
Posted 20 years ago2003-11-08 03:02:31 UTC Post #4227
"I never suspected such things could beee"

I don't know of another way; maybe spawning a scientist with a monstermaker just before you need him?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-11-08 08:44:01 UTC Post #4239
Hehe, but the thing is more funny if he needs to follow you ;). I thought about an ambient generic and a scientist with the "Gag" on but then he would look as a ventriloque... For it to look right an animation would be needed (added) to the model, and that animation should be as long as the speech so think about an animation per speech.
Other possibility is to code another entity copying the code from the scientist and removing just those annoying phrases from the code... But some things are needed:
-Knoledge of C.
-The full SDK.
-A dll with the new code to be included with the mod... Once again, too big.
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