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Visionaire Dialogs explanation

  • #10, by esmeralda 9 years ago Zitieren
    Have you chosen "immediate execution" for your command?

    And I guess your PlayerCharacter is invisible, not the NPC, right?

  • #11, by howlingwolf86 9 years ago Zitieren
    Have you chosen "immediate execution" for your command?

    And I guess your PlayerCharacter is invisible, not the NPC, right?

    Hey Esmaralda, my PlayerCharacter is visible. But the NPC is acually a phone that will become visible after combining two items, then I want to interact with the phone (its a character, I thought that would makes things easier). But it's not working. I wonder if I maybe set up my NPC wrong. And yes, I chose for immediate execution (I tried both).

  • #12, by esmeralda 9 years ago Zitieren
    Ah, I thought you were doing a 1st-person game (like above).
    You have to set up the dialog area and the dialog fonts in your main character, not the NPC. The dialogs themselves can be stored in the tab of your NPC.

    Have you set up a dialog area with a text area?
    And the fonts for the dialog?
    (see images)



  • #13, by howlingwolf86 9 years ago Zitieren
    Ah, I thought you were doing a 1st-person game (like above).
    You have to set up the dialog area and the dialog fonts in your main character, not the NPC. The dialogs themselves can be stored in the tab of your NPC.

    Have you set up a dialog area with a text area?
    And the fonts for the dialog?
    (see images)



    I did. Now I noticed that I also cannot do a 'simple' display text on the NPC. So I guess the problem is not in the dialogue itself but rather the NPC?

  • #14, by esmeralda 9 years ago Zitieren
    Hm... And you followed the tips above?
    - command is usable for characters and objects
    - font for NPC

    I can't think of anything else. If you are willing to share some screenshots or your .ved, I would offer to take a look.
  • #15, by howlingwolf86 9 years ago Zitieren
    Hm... And you followed the tips above?
    - command is usable for characters and objects
    - font for NPC

    I can't think of anything else. If you are willing to share some screenshots or your .ved, I would offer to take a look.
    I'll send you a private message.

  • #16, by esmeralda 9 years ago Zitieren
    The culprit is the object area around the object pos_npc. You click on the object, not the character positioned there. Delete the object area of pos_npc and the dialog will start.

    By the way, setting the character's visibility to 0 does not prevent it from being clicked. If you want to prevent this, do not specify a starting point in the properties and set the NCP to the pos_npc position with an action part (set character to position), if you want it to appear.
  • #17, by howlingwolf86 9 years ago Zitieren
    The culprit is the object area around the object pos_npc. You click on the object, not the character positioned there. Delete the object area of pos_npc and the dialog will start.

    By the way, setting the character's visibility to 0 does not prevent it from being clicked. If you want to prevent this, do not specify a starting point in the properties and set the NCP to the pos_npc position with an action part (set character to position), if you want it to appear.
    Haha, you predicted my next problem. Very Nice. Thx Esmeralda!

  • #18, by howlingwolf86 9 years ago Zitieren
    The culprit is the object area around the object pos_npc. You click on the object, not the character positioned there. Delete the object area of pos_npc and the dialog will start.

    By the way, setting the character's visibility to 0 does not prevent it from being clicked. If you want to prevent this, do not specify a starting point in the properties and set the NCP to the pos_npc position with an action part (set character to position), if you want it to appear.
    Haha, you predicted my next problem. Very Nice. Thx Esmeralda!

    If I do that, the walkie talkie will already be visible from the beginning. I put the action right after the combining of the battery and the walkie talkie. 

  • #19, by esmeralda 9 years ago Zitieren
    I'm not sure I understand what you mean.
    If you want the Walkietalkie (NPC) to appear when you use the object Walkietalkie with the battery, use the action part "set character to object". Just like you did.

    But do not "send character to object", then the character would walk there (if it was in the scene), you want it to appear - so "set". There are two diffent actionparts for this.

    And don't set the current character but the NPC to the object. -> set character "NPC" to object "pos_npc"

    Edit: to hide the NPC use the action part: "hide character" -> hide character "NPC"
  • #20, by esmeralda 9 years ago Zitieren
    If I do that, the walkie talkie will already be visible from the beginning.

    Did you delete the starting point (character stands at) in the properties tab of your NPC? The NPC shouldn't be visible if you leave empty the field for the starting point.