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Animists Quest Fix

I've had my head in this blessed (sorry, been working on priest dialogs) computer all day today, and can't really see why it makes much of a difference WHAT it says, so long as it works, right? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/huhh.gif" style="vertical-align:middle" emoid=":eek:k" border="0" alt="huhh.gif" />

Next time I test something (which will be soon, I have been repairing dialog all day), I will check again to see if it works if I delete that part. Note - I am deleting the second part of this line:

<span style='color:red'>if (CheckQuestAttribute("Church_help", "Kinne") && !CheckQuestAttribute("Church_help", "Yedam"))</span>

so that it reads:

<span style='color:red'>if (CheckQuestAttribute("Church_help", "Kinne"))</span>

And will delete the other attribute set (Yedam) from Kinne's dialog. Then I will check to see if the people in the town still talk about him after I leave his home.
 
Keep the other attribute set! That's the thing you need.
It's only the other Check() /call/ that's unnecessary.
Yours in <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> ,
NathanKell. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
Ohhhhhhhhhkay... But WHY? Does it cancel out the previous one? I never call it anywhere at all, don't need to. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
There's no certainly no /harm/ in adding a second quest check. The only downside is it makes the game "look it up" twice.
I'm _not_ talking about when you actually _set_ the attribute to the "Yedam" value, which _is_ necessary and is indeed the fix. I'm just talking about when you check it to be one value and also check it to be not a different value. (i.e. you say to someone "is your hair red -and also- is your hair not blue?" )

All I'm saying is that the line of code
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->if (CheckQuestAttribute("Church_help", "Kinne") && !CheckQuestAttribute("Church_help", "Yedam"))<!--c2--></div><!--ec2-->

is logically equivalent to
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->if (CheckQuestAttribute("Church_help", "Kinne") && CheckQuestAttribute("Church_help", "Kinne"))<!--c2--></div><!--ec2-->

because the second check attribute will always return false (notted into true) when the first returns true (because the attribute can't be both at once).
 
Okay, so if I want only the first one but NOT the second one, then either way would be okay, or actually the second would work while the first is technically incorrect.

My point here is that if I do not add the second check, when I go out of the house after talking to Kinne, the citizens still tell me where he is.

I want to turn that part of their dialog OFF. Hence the second check, which when set, even if it returns false initially (which is FINE) it will return true later. IIRC, it did not work if I did not have it negate itself in the double check.

I'll run a test on it now, and pop back to give you results. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
What changed was that you (also) added the second /setting of attribute value/. You /do/ indeed need that; the second /check/ is unecessary.
You only need as many checks as you have attributes, not as many checks as /possible attribute values/ (because then the number of checks would be infinite).

Think of it this way:
You want to only say hi to a person if their hair is blue.
Now, you thus can have many different hair colors--but you only say hi if the person's hair is blue.
You don't check hair == blue && hair != red, you just need hair == blue (because if the hair is another color by definition hair == blue returns false).

When you want to go from saying hi to not saying hi, you need only change their hair color to (some value that is not blue) and the previous check (hair == blue) will suddenly start being false.
 
Ah, I see, now. Thank you for explaining it. I'm not sure why it wouldn't work before, but I thought that I needed to negate that second check during the first one for it to work. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />

So I deleted the second part of the check, and it all still seems to work. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> Not sure what I did before (it's been a scramble trying to keep all this stuff straight). Thank you VERY much for your explanations, you've been very patient with hardheaded <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> old me! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> A shipload of nice fresh lemonade is headed in your direction... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

Got another question for ya now, tho... (uh oh! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" /> )

When you're talking to Father Bernard on Redmond about the Animists, and his assistant Father Gareth and the three Animists attack you, Gareth saunters slowly down the steps of the altar to confront you with,

<b>"Die! ..(whatever he screams at you).."</b> (and then he draws his sword)

It seems such a lazy saunter when he walks to you. I'd like to see him run towards you to accuse you. The code in q_r.c is thus:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->  case "father_Gareth_stopping_us":
     Locations[FindLocation("Muelle_church")].reload.l1.go = "Muelle_town_04";
     Locations[FindLocation("Muelle_church")].reload.l1.emerge = "reload4";
     pchar.quest.animists = "before_knight";
     TakeItemFromCharacter(pchar, LETTER_TO_BERNARD);
     GiveItem2Character(characterFromID("father Gareth"), "blade5");
     EquipCharacterByItem(characterFromID("father Gareth"), "blade5");

     LAi_SetImmortal(characterFromID("father Gareth"), false);
     LAi_SetImmortal(characterFromID("father Bernard"), true);

     LAi_SetActorType(characterFromID("father Gareth"));

     if (characters[GetCharacterIndex("father Gareth")].location == "Redmond_church")
     {
   LAi_ActorDialog(characterFromID("father Gareth"), pchar, "", 2.0, 1.0);

     }
     else
     {
   ChangeCharacterAddressGroup(characterfromid("Father Gareth"), "Redmond_church", "reload", "reload1");
   LAi_ActorDialog(characterFromID("father Gareth"), pchar, "", 2.0, 1.0);
     }
 break;

 case "fight_with_animists_in_church":
     AddQuestRecord("animists", "22");
     LAi_LocationFightDisable(&locations[FindLocation("redmond_church")], false);
     LAi_SetHP(characterFromID("Mystery_Man_01"), 80.0, 80.0);
     LAi_SetHP(characterFromID("Mystery_Man_02"), 80.0, 80.0);
     LAi_SetHP(characterFromID("Mystery_Man_03"), 80.0, 80.0);
     ChangeCharacterAddressGroup(characterFromID("Mystery_Man_01"), "Redmond_Church", "reload", "reload1");
     ChangeCharacterAddressGroup(characterFromID("Mystery_Man_02"), "Redmond_Church", "reload", "reload1");
     ChangeCharacterAddressGroup(characterFromID("Mystery_Man_03"), "Redmond_Church", "reload", "reload1");

     LAi_group_MoveCharacter(characterFromID("Mystery_Man_01"), "ANIMISTS_IN_CHURCH");
     LAi_group_MoveCharacter(characterFromID("Mystery_Man_02"), "ANIMISTS_IN_CHURCH");
     LAi_group_MoveCharacter(characterFromID("Mystery_Man_03"), "ANIMISTS_IN_CHURCH");
     LAi_group_MoveCharacter(characterFromID("father Gareth"), "ANIMISTS_IN_CHURCH");
     LAi_group_FightGroups("ANIMISTS_IN_CHURCH", LAI_GROUP_PLAYER, true);
     LAi_group_SetCheck("ANIMISTS_IN_CHURCH", "kill_all_ANIMISTS_in_church_complete");
 break;<!--c2--></div><!--ec2--><img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> Not sure how I can get him to run towards you. The only example I can find of a command calling an actor to run is where they run to a LOCATOR. You're not ON a locator. ???

How can I get him to run?
 
<!--QuoteBegin-CatalinaThePirate+Apr 23 2005, 11:10 PM--><div class='quotetop'>QUOTE(CatalinaThePirate @ Apr 23 2005, 11:10 PM)</div><div class='quotemain'><!--QuoteEBegin-->Ah, I see, now.  Thank you for explaining it.  I'm not sure why it wouldn't work before, but I thought that I needed to negate that second check during the first one for it to work.   <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />

So I deleted the second part of the check, and it all still seems to work.  <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />  Not sure what I did before (it's been a scramble trying to keep all this stuff straight).  Thank you VERY much for your explanations, you've been very patient with hardheaded  <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />  old me!  <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> A shipload of nice fresh lemonade is headed in your direction...  <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
<div align="right">[snapback]102336[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
Naw. It's just communications troubles, I couldn't figure out how to correctly verbally separate the checking of the attribute from the setting of the attribute in my posts for quite some time. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/blush.gif" style="vertical-align:middle" emoid=":eek:ops" border="0" alt="blush.gif" />

Remember, you /did/ find the fix on your own in fast time! All I was saying was that you'd added an extra thing as /part/ of that fix. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
{So pour yourself a glass of whatever you'd pour. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> }

<!--QuoteBegin-CatalinaThePirate+Apr 23 2005, 11:10 PM--><div class='quotetop'>QUOTE(CatalinaThePirate @ Apr 23 2005, 11:10 PM)</div><div class='quotemain'><!--QuoteEBegin-->Got another question for ya now, tho...  (uh oh!  <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" /> )

When you're talking to Father Bernard on Redmond about the Animists, and his assistant Father Gareth and the three Animists attack you, Gareth saunters slowly down the steps of the altar to confront you with,

<b>"Die! ..(whatever he screams at you).."</b> (and then he draws his sword)

It seems such a lazy saunter when he walks to you.  I'd like to see him run towards you to accuse you.
<snip><div align="right">[snapback]102336[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
You wanna know what I'd do?
Swap the walk and run animations for him, then after he talks swap 'em back. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
There must be some way to do it that's not so brute force, but I can't think of one off the top of my head...

So here's how. In the QR case that starts him walking, add:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->ref Gareth = characterFromID("father Gareth");
BeginChangeCharacterActions(Gareth);
        Gareth.actions.walk = "run";
       Gareth.actions.backwalk = "back walk";
       Gareth.actions.run = "walk";
       Gareth.actions.backrun = "back run";
        Gareth.actions.stsUp = "run stairs up";
        Gareth.actions.stsUpRun = "stairs up";
        Gareth.actions.stsDown = "run stairs down";
        Gareth.actions.stsDownRun = "stairs down";
EndChangeCharacterActions(Gareth);<!--c2--></div><!--ec2-->

And then in the dialog node (i.e. after he gets near you):
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->BeginChangeCharacterActions(&NPChar);
SetDefaultNormWalk(&NPChar);
EndChangeCharacterActions(&NPChar);<!--c2--></div><!--ec2-->
 
That'll only work when his dagger's not drawn; if he walks instead of runs then, you need:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->  character.actions.fightwalk = "fight run";
  character.actions.fightbackwalk = "fight back run";
  character.actions.fightrun = "fight Walk";
  character.actions.fightbackrun = "fight back walk";<!--c2--></div><!--ec2-->
(replace the character with Gareth)
and then in the node
SetDefaultFight(&NPChar).

To make _sure_ he's _always_ running, you can just never use normal animations but make both walk /and/ run point to the same (run) animations.
 
His sword's not drawn.

After he gets near me he speaks. I think both actions are in the same node (the first one), because the command that he speak with you causes him to move to stand in front of you.

I put the second node in there to show the process - he walks to you, then speaks, then in the second node he is aggressive because he has been assigned to the Animist Fight Group.

Will getting him to stop before he speaks necessitate the adding of another node? Something to start the action, the second to stop it and initiate the dialog, and THEN the 3rd with the aggression?

It would be split right here:

LAi_SetActorType(characterFromID("father Gareth"));
<span style='color:red'>break;
case "father_Gareth_stopping_us2":
ref Gareth = characterFromID("father Gareth");
BeginChangeCharacterActions(Gareth);
Gareth.actions.walk = "run";
Gareth.actions.backwalk = "back walk";
Gareth.actions.run = "walk";
Gareth.actions.backrun = "back run";
Gareth.actions.stsUp = "run stairs up";
Gareth.actions.stsUpRun = "stairs up";
Gareth.actions.stsDown = "run stairs down";
Gareth.actions.stsDownRun = "stairs down";
EndChangeCharacterActions(Gareth);
(call the dialog node with the change back as you suggest)
break;
(then dialog node would send you back here to access this node:</span>
if (characters[GetCharacterIndex("father Gareth")].location == "Redmond_church")

<b>(anybody out there learning anything from this exchange? GOOD!!!) </b> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
 
<!--QuoteBegin-NathanKell+Apr 23 2005, 08:27 PM--><div class='quotetop'>QUOTE(NathanKell @ Apr 23 2005, 08:27 PM)</div><div class='quotemain'><!--QuoteEBegin-->{So pour yourself a glass of whatever you'd pour.  <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> }<!--QuoteEnd--></div><!--QuoteEEnd--> BTW, actually it's Virgil's <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/love.gif" style="vertical-align:middle" emoid=":luv" border="0" alt="love.gif" /> Root Beer, lately. Absolutely HEAVENLY! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/beer2.gif" style="vertical-align:middle" emoid=":beer" border="0" alt="beer2.gif" /> <a href="http://www.virgils.com/index.html" target="_blank">http://www.virgils.com/index.html</a>
 
Hi, Catalina. I would like to ask you if you have already proceeded to the destroying of the animists´ lair at Isla Muelle with the assistance of Maltese Knight? Did you have similar problems in this place as I had? (Padre can´t be freed from the cell and so on ?) <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />
 
Rad, sorry I have not gotten there yet. Still trying to nail down other problems. Just met the knight, and trying to figure out why a dialog works fine one moment, and not at all, the next. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

Ya nail down one problem, and another pops up. That's why it's important to do this in consecutive order. That way it will WORK from beginning to end, once you get it finished.

I promise, you will like this quest SO MUCH BETTER than before, once I'm finished. The dialogs are better, they make more sense, and there aren't going to be any loose ends or places that make you go "HUH?" <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/huh.gif" style="vertical-align:middle" emoid=":huh" border="0" alt="huh.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.gif" />
 
Great to hear it. Please, keep me informed briefly about this place when you will reach it. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />
 
<!--QuoteBegin-CatalinaThePirate+Apr 21 2005, 08:29 PM--><div class='quotetop'>QUOTE(CatalinaThePirate @ Apr 21 2005, 08:29 PM)</div><div class='quotemain'><!--QuoteEBegin-->When you're in the church talking to Father Bernard, you keep hearing (repeatedly) merchant dialog such as "French quality and service are yours, M'sieur," and "Come sir, I have everything you need."

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_eek.gif" style="vertical-align:middle" emoid=":shock:" border="0" alt="icon_eek.gif" /> It's not quite the dialog you'd imagine would be going on in a church.  <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.gif" />

This is what the code looks like:

<<<snip>>>

So I have looked in the directories of the game trying to find the files these sounds are apparently from or designated from.  <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" /> No luck.

Are these sound appearances "hard coded" somewhere that I cannot alter?  It would be really nice to have actual church-appropriate voices instead of the priests sounding like a bunch of hucksters of French paraphernalia...  <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

This same kind of thing happens in the courtyard of the Douwesen Townhall.  All those women waiting there creates a MULTITUDE of echoes of the same soundbytes mentioned above.  It might be more appropriate for a different kind of soundbyte, you know?  <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->


just wondered if you'd already sorted this, cat? i wasn't sure whether you meant you heard the sound during a conversation (ie. when you choose dialogue options) or simply on approaching the character? if it's during dialogue, i'm pretty sure that when i was experimenting with dialogue, the dialogue sounds were chosen by those <b>dialog.snd = "..."</b> lines, and that the files could be found somewhere in the resources folder (i remember because i found a dialogue sound which was a woman complementing the player's manners in a mancheser accent <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" /> ). at the mo my computer is at the mender's and for some reason i can't run potc anyway, so i can't check <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" /> high time for a reformat methinks...
 
<!--QuoteBegin-Kieron+Apr 24 2005, 05:53 PM--><div class='quotetop'>QUOTE(Kieron @ Apr 24 2005, 05:53 PM)</div><div class='quotemain'><!--QuoteEBegin-->just wondered if you'd already sorted this, cat?<!--QuoteEnd--></div><!--QuoteEEnd--><img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Kieron! No, I have been too busy with other things to concentrate on this. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/type_1.gif" style="vertical-align:middle" emoid=":nk" border="0" alt="type_1.gif" /> <!--QuoteBegin-Kieron+--><div class='quotetop'>QUOTE(Kieron)</div><div class='quotemain'><!--QuoteEBegin-->i wasn't sure whether you meant you heard the sound during a conversation (ie. when you choose dialogue options) or simply on approaching the character?<!--QuoteEnd--></div><!--QuoteEEnd-->Not sure, really. I think in the Redmond church the merchant soundbytes come out of Father Gareth (the guy in the background on the raised dias) because as he's standing there he makes gestures like the standing merchants on the street. <!--QuoteBegin-Kieron+--><div class='quotetop'>QUOTE(Kieron)</div><div class='quotemain'><!--QuoteEBegin-->if it's during dialogue,<!--QuoteEnd--></div><!--QuoteEEnd-->It ALSO may be during dialog. Resources folder, hm? I have looked in there but haven't found anything remotely resembling soundbyte files like that. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

Thanks for asking, tho. If you (or anyone) runs down what's causing this, (I think it's the locators, as Alan suggested) let me know...

<b>THE GOOD NEWS IS</b> I finally tracked down the source of my dialog problems - when switching over from a merged file to a regular .c dialog file, I forgot to also switch over a couple of commands for telling the NPC to be an ACTOR... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> Or was that the other way around? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />

Anyhow, that's solved. I've now come to the "talking to Jordano" on IM, and he's billed as the son of the blacksmith. I've changed that to cooper, so as to not confuse the blacksmith of the new mod to this character who mid-game suddenly drowns yet is back at his forge in the morning. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

Jordano is (oddly) portrayed by the "Neanderthal" model, and he doesn't look ONE SINGLE BIT like a "young lad"... Have we gotten to the point where we can shrink the models down a bit? Inez, does your Tool do that?

I sure would like a more "teenage"-looking Jordano. The "monkeyman" is just a little too hulkingly big, to my mind. Actually I'd like to see the "blackman" model reduced a little bit, so to exchange him with the stock Jordano... Can that be done?
 
<!--QuoteBegin-CatalinaThePirate+Apr 25 2005, 02:47 AM--><div class='quotetop'>QUOTE(CatalinaThePirate @ Apr 25 2005, 02:47 AM)</div><div class='quotemain'><!--QuoteEBegin-->Have we gotten to the point where we can shrink the models down a bit?  Inez, does your Tool do that? <!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, but make sure you shrink the animation with it.
If it has time until next weekend I can do it for you.
 
Father Gareth is, believe it or not, set LAI_SetMerchantType() in his define.
So are the Douwesen women.
Try setting him to LAi_SetPriestType() and see if the merchant sounds go away.
Same with the Douw women (pick a different type).


Sound types.
There are three levels of voice type: Type, Greeting, and Dialog.

Type sounds are played randomly. They are either based on character's locator group (per Alan), or possibly what LAI type the char is (I was going to do a scientific test, but was too busy with fleets).
There is also the legacy attribute ch.sound_type which seems to be never used (for example, Gareth is set to sound_type "priest" but still talks like a merchant).
There are people sound type blocks in sounds_alias.ini (i.e. merchant, citizen, etc).

Greeting voice: Played on entering dialog. Set by ch.greeting. There are GR_GreetingName blocks in sounds_alias.ini for this.

Dialog Snd. Played (or should be if they existed) on a dialog node being hit during dialog. Presumably holdover from when SD2 was supposed to have voice as well as text.
 
<!--QuoteBegin-Inez Dias+Apr 24 2005, 09:24 PM--><div class='quotetop'>QUOTE(Inez Dias @ Apr 24 2005, 09:24 PM)</div><div class='quotemain'><!--QuoteEBegin-->Yeah, but make sure you shrink the animation with it.
If it has time until next weekend I can do it for you.<!--QuoteEnd--></div><!--QuoteEEnd-->Thanks, Inez, that would be VERY COOL and yes, certainly, I can wait, I'm still working on this darned fix - I've actually decided on a model, and he needn't be smaller by much (he's supposed to be in his late teens/early 20's, by my read) - take a look at what I did with "Killer" -

<img src="http://www.ganotherapyusa.com/extras/killer_o.jpg" border="0" class="linked-image" />.<img src="http://www.ganotherapyusa.com/extras/diller_o.jpg" border="0" class="linked-image" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
He's not finished yet, have to fix the shadows under his chin, the color of the skin on his hands, and a couple of things on his back. Might also have him wearing the Animist pentagram...

Think this would be better than the Neanderthal man? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />

Will I have to change the texture or will it wrap, regardless of size?

Nathan, thank you, I think you hit it with the merchant type/priest type. I hadn't taken the time to look at that, but was considering that it might be the problem. I will try the change; hopefully it will help. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> Nothing I do is ever simple, hm? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> But I keep thinking about how *I* would like to see the quest - more complex and more interesting, instead of something you rush through it would be something you could savor and enjoy.

Giving the characters a mite more depth has been fun, too... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/type_1.gif" style="vertical-align:middle" emoid=":nk" border="0" alt="type_1.gif" />

Fun, honestly. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> Fun... I have to keep saying that to myself. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
Hey, smart bodybuilding type there <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

<!--QuoteBegin-CatalinaThePirate+Apr 24 2005, 04:41 AM--><div class='quotetop'>QUOTE(CatalinaThePirate @ Apr 24 2005, 04:41 AM)</div><div class='quotemain'><!--QuoteEBegin--><b>(anybody out there learning anything from this exchange?  GOOD!!!) </b> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
<div align="right">[snapback]102343[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
Yes, I do. Please keep up this exchange and your work on the quests <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

BTW, if I want someone to rush at me I just set him to hostile, like

LAi_group_FightGroups("lai group of your enemy chr", LAI_GROUP_PLAYER, true);

But I don't know if that would fit into this questcode.


I often find these "ambient" ghostvoices most annoying. Probably they are supposed to create atmosphere, but they are often totally out of place, like some ghostvoice in Oxbay constantly offering me "French service" <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> I solved that problem for me by replacing the most annoying voicefiles with environment sounds like seagulls etc.
 
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