Autor Thema: Speech tree with timer , looping which doesnt break  (Gelesen 3136 mal)

Offline Indianos

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Speech tree with timer , looping which doesnt break
« am: 19. Dezember 2007, 16:57:15 Uhr »
Fallout tactics hasn’t speech tree like Fallout and Fallout 2.
Until now there are some known ways to have speech tree in Fallout tactics.The first is to use Zones to select your answer, the second is to drag items from your inventory(Yes and No entity.) and the third is to use the world text(I downloaded the mission with the Mad Max and his dog.}
There is an other way to have speech tree in Fallout tactics different than the previous ways.
With this way you don’t need to choose zones,have items in your inventory or use the world text.
The only you need is to use the timer and select your answer with the help of the timer.
The advantage of this way is that you can have dialogue only with the click of your
mouse on the NPC character.
For examble: You meet someone in a place and he asks your help.
You have two or more possible answers which you can choose with the timer.The trigger works like this:When you talk to the NPC a timer appears on the screen(Timer=0 sec at the start.)
If you want to choose the first answer you will have to talk again to NPC when the timer is 0-3 sec ,second 4-6 sec and the third 7-9 sec.
(I believe that three seconds are enough to choose your answer.Someone else will need less or more than three seconds to choose his answer.)
When you choose your answer the NPC responds with his answer.
Each different choise you do you will have different reactions from the NPC character.
After you can see the speech at the dialogue screen of Falout tactics so you will always know what each NPC told to you and which was your answer.(Fallout tactics has this positive option to keep all the Dialogues.)For each different speech of the NPC you need one mission variable.
Go to this link
http://www.freewebs.com/pitoyras/Downloads/Mission_Alpha.7z
 and Download the 7-Zip archive.


Target the File Fallout tactics and extract itYou will find the custom mission (Mission_Alpha) at
Fallout Tactics\core\missions\Mission Alpha.


With the Fallout tactics editor  open the mission you want to place the speech tree.
For exable the NPC you meet is Nikos and you will have two possible answers.The dialogue with Nikos has three speech trees.
At the start you will create the   trigger
  Start of the mission
Conditions:        Always
Actions:                 Set mission variable ‘VAR_NikosSpeech_01’ to ‘false’
                               Set mission variable ‘VAR_NikosSpeech_02’ to ‘false’
                               Set mission variable ‘VAR_Nikosspeech_End4’ to ‘false’
                               Set mission variable ‘VAR_AddOBJ_killdinosaurs’ to ‘false’
                               Set mission variable ‘VAR_EndOBJ_killdinosaurs’to‘false’
                               Set mission variable ‘VAR_EndOBJ_findkid’ to ‘false’
                               Deactivate Dinosaur
                               Deactivate Kid
You can have and Campaign variable if you have to go to other mission.
New trigger now with the title

Nikos speech 01 occurred(timer)

Conditions:        Speech Event     Nikos_Spc01 occurred

Actions:             Set mission variable ‘VAR_NikosSpeech_01’ to ‘true’ 
                          Set to 0 to timer ‘Nikos_Speech_01’ and set ascending
                          Show timer  ‘Nikos_Speech_01’
                          B wait 6 seconds
                          Hide timer ‘Nikos_Speech_01’
                          B wait 1 seconds
                          Stop timer ‘Nikos_Speech_01’


New trigger now with the title

If timer Nikos_Speech_01 is equal to 7

Conditions:       If timer ‘Nikos_Speech_01’ is Exactly 7

Actions:            Set Clich speech for unit ‘Nikos’ to ‘none’

You need this trigger if you will not answer to Nikos in time so he  will ignore you.

New trigger now with the title

‘Nikos_Speech_01’ human option A(positive)

Conditions:       If  Timer ‘Nikos_Speech_01’ is less than 4
                          If mission variable ‘VAR_NikosSpeech_01’ to ‘true’

Actions:            Set Clich speech for unit ‘Nikos’ to ‘Nikos_HanswA’

The speech Nikos_HanswA is your first possible answer (HanswA=Human answer Alpha.)
New trigger now with the title

Nikos_Speech_01 human option B(negative)

Conditions:       If  Timer ‘Nikos_Speech_01’ is more than 3
                          If mission variable ‘VAR_NikosSpeech_01’ to ‘true’

Actions:            Set Clich speech for unit ‘Nikos’ to ‘Nikos_HanswB’

The speech Nikos_HanswB is your second possible answer (HanswB=Human answer Beta.)

New trigger now with the title

Human answers A(positive) to Nikos speech 01

Conditions:        Speech Event      Nikos_HanswA      Occurred

Actions:             Set Click speech for unit ‘Nikos’ to ‘Nikos_Spc02A’
                          Stop Timer ‘Nikos_Speech_01’
                          Hide Timer ‘Nikos_Speech_01’



New trigger now with the title

Human answers B(negative) to Nikos speech 01

Conditions:        Speech Event      Nikos_HanswB      Occurred

Actions:             Set Clich speech for unit ‘Nikos’ to ‘Nikos_Spc02Neg’
                          Stop Timer ‘Nikos_Speech_01’
                          Hide Timer ‘Nikos_Speech_01’


New trigger now with the title

Nikos speech 02 occurred(timer)


Conditions:        Speech event      Nikos_ Spc02A      Occured       

Actions:             Set mission variable ‘VAR_NikosSpeech_02’ to ‘true’
                          Set to 0 to Timer ‘Nikos_Speech_02’ and set ascending
                          Show Timer   ‘Nikos_Speech_02’
                          B wait 6 seconds
                          Hide Timer   ‘Nikos_Speech_02’
                          B wait 1 seconds
                          Stop Timer   ‘Nikos_Speech_02’

New trigger now with the title

If timer ‘Nikos_Speech_02’ is equal to 7

Conditions:       If timer ‘Nikos_Speech_02’ is Exactly 7

Actions:            Set Clich speech for unit ‘Nikos’ to ‘none’

New trigger now with the title

Nikos_Speech_02 human option A(positive)

Conditions:       If  Timer ‘Nikos_Speech_02’ is less than 4
                          If mission variable ‘VAR_NikosSpeech_02’ to ‘true’

Actions:            Set Clich speech for unit ‘Nikos’ to ‘Nikos_Hansw02Add’



Nikos_Speech_02 human option B(negative)

Conditions:       If  Timer ‘Nikos_Speech_02’ is more than 3
                          If mission variable ‘VAR_NikosSpeech_02’ to ‘true’

Actions:            Set Clich speech for unit ‘Nikos’ to ‘Nikos_Hansw02B’

New trigger now with the title

Human answers A(positive) to Nikos speech 02(Kill the dinosaurs)

Conditions:        Speech Event      Nikos_Hansw02Add      Occurred

Actions:             Set mission variable ‘VAR_AddOBJ_killdinosaurs’ to ‘true’
                          Stop Timer ‘Nikos_Speech_02’
                          Hide Timer ‘Nikos_Speech_02’

New trigger now with the title

Human answers B(negative) doesn’t want to (Kill the dinosaurs)

Conditions:        Speech Event      Nikos_Hansw02B      Occurred

Actions:             Stop Timer ‘Nikos_Speech_02’
                          Hide Timer ‘Nikos_Speech_02’
                          Set Clich speech for unit ‘Nikos’ to ‘none’


New trigger now with the title

Add Objective(Kill dinosuars and find the kid.)


Conditions:        If mission variable ‘VAR_AddOBJ_killdinosaurs’ is ‘true’

Actions:             Add Objective Q00_Nikos_Kill_dinosaurs
                          Add Objective Q00_Nikos_Find_kid
                          Set click speech for unit Nikos to ‘Nikos_Wait03’
                          Set Dinosaur Stationary at Anywhere
                          Set Kid Stationary at Anywhere

New trigger now with the title

Human tell to Nikos that he killed the Dinosaurs but he didn’t found the kid.


Conditions:        If mission variable ‘VAR_EndOBJ_killdinosaurs’  is ‘true’
                           If mission variable ‘VAR_EndOBJ_findkid’ is ‘false’

Actions:             Set Click Speech for unit ‘Nikos’ to ‘Nikos_03HaDinComp’


New trigger now with the title

Speech Occurred Human killed the Dinosaurs

Conditions:        Speech Event      Nikos_03HaDinComp Occured

Actions:             Set Click Speech for unit ‘Nikos’ to ‘Nikos_WDinComp03’


New trigger now with the title

Human tells to Nikos that he found the kid but havent killed the dinosaurs

Conditions:             If mission variable ‘VAR_EndOBJ_killdinosaurs’  is ‘false’
                               If mission variable ‘VAR_EndOBJ_findkid’ is ‘true’

Actions:               Set Click Speech for unit ‘Nikos’ to ‘Nikos_03HaKidComp’


New trigger now with the title

Speech Occurred Human found the kid

Conditions:        Speech Event      Nikos_03HaKidComp Occured

Actions:             Set Click Speech for unit ‘Nikos’ to ‘Nikos_WKidComp03’

New trigger now with the title

Complete Objective(Kill the dinosaurs)

Conditions:        Dinosaur has less than 1 Alive at Anywhere
                           If mission variable ‘VAR_AddOBJ_killdinosaurs’ is true

Actions:             Complete Objective      Q00_Nikos_Kill_dinosaurs
                          Add  300 xp to Human
                          Set mission variable ‘VAR_EndOBJ_killdinosaurs’ to ‘true’



New trigger now with the title

Complete Objective(Find kid)

Conditions:        Human has more than 0 alive at Zone_Kid
                           If mission variable ‘VAR_AddOBJ_killdinosaurs’ is true

Actions:            Complete Objective      Q00_Nikos_Find_Kid
                         Add  100 xp to Human
                         Set mission variable ‘VAR_EndOBJ_findkid’ to ‘true’



New trigger now with the title

Human completes the two Quests

Conditions:        If mission variable ‘VAR_EndOBJ_killdinosaurs’ is ‘true’
                 :        If mission variable  ‘VAR_EndOBJ_findkid’ is ‘true’   

Actions:            Set Click Speech for unit ‘Nikos’ to ‘Nikos_End04’


New trigger now with the title

Nikos speech end04 Occurred(timer)

Conditions:        Speech Event      Nikos_End04      Occurred

Actions:            Set mission variable ‘VAR_Nikosspeech_End4’ to true
                          Set to 0 to Timer ‘Nikos_End04’ and set ascending
                          Show timer ‘Nikos End4’
                          B wait 6 seconds
                          Hide timer ‘Nikos End4’
                          B wait 1 seconds
                          Stop timer ‘Nikos End4’

New trigger now with the title

If Timer Nikos_End4 is equal to 7


Conditions:       If  Timer  ‘Nikos_End4’ is Exactly 7

Actions:            Set click speech for unit ‘Nikos’ to ‘None’

New trigger now with the title

Nikos_Speech_End4 human option A

Conditions:        If Timer      ‘Nikos_End4’ is less than 4
                           If mission variable ‘VAR_Nikosspeech_End4’ is ‘true’

Actions:             Set Click Speech for unit ‘Nikos’ to ‘NikosHansw04A’


New trigger now with the title

Nikos_Speech_End4 human option B


Conditions:        If Timer      ‘Nikos_End4’ is more than 3
                           If mission variable ‘VAR_Nikosspeech_End4’ is ‘true’

Actions:             Set Click Speech for unit ‘Nikos’ to ‘Nikos_Hansw04B’


New trigger now with the title

Human answers A to Nikos speech End 4

Conditions:        Speech Event Nikos_Hansw04A Occurred

Actions:             Set Click Speech for unit ‘Nikos’ to ‘Nikos_End05’
                           Stop Timer ‘Nikos_End04’ 
                           Hide Timer ‘Nikos_End04’           

 
New trigger now with the title

Human answers B to Nikos speech End 4

Conditions:        Speech Event Nikos_Hansw04B Occurred

Actions:             Set Click Speech for unit ‘Nikos’ to ‘None’
                           Stop Timer ‘Nikos_End04’ 
                           Hide Timer ‘Nikos_End04’             

Image of pipboy dialogue screen :
« Letzte Änderung: 08. Februar 2008, 01:55:14 Uhr von Indianos »

Offline Indianos

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Re: Speech tree with timer , looping which doesnt break
« Antwort #1 am: 08. Februar 2008, 02:10:29 Uhr »
Before one month and a half i suggested a new way of speech tree with the help of the timer.
This way had some  mistakes  and was broke between the time of each choise and didnt loop it
was a one time choise option.
i reworked the triggers and i fixed the bugs.

Now i think it doent break  anymore and can loop anytime.
Test the mission:
Mission Alpha to see if it breaks or not.
The url for the file is:
http://www.freewebs.com/pitoyras/Downloads/Mission_Alpha.7z
« Letzte Änderung: 08. Februar 2008, 03:18:19 Uhr von Indianos »

Offline Indianos

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Re: Speech tree with timer , looping which doesnt break
« Antwort #2 am: 15. Februar 2008, 23:15:43 Uhr »
I didnt saw any post reply since my last post.
You dont have opinion for this new way of speech tree or you dont like me because i write in English?
I learnt English during school i dont know the German language.
If i will use translation utility like Systran to convert my text to German language i dont know if the result is right or wrong.
Can anyone answer ?

Offline F0lem

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Re: Speech tree with timer , looping which doesnt break
« Antwort #3 am: 15. Februar 2008, 23:25:18 Uhr »
We all suck at English. I guess that's all.  :-\  No, honestly: There just aren't much people interested in Fallout Tactics - and even fewer in modding. Maybe you should post your stuff at NMA?

Offline Indianos

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Re: Speech tree with timer , looping which doesnt break
« Antwort #4 am: 15. Februar 2008, 23:55:34 Uhr »
I am thinking to make a mod for Fallout Tactics in the future.The Human player will have choices with the speech tree(Timer) and can visit free cities and places like Fallout 1 and Fallout 2.If i will make it will be only for me or and other people are interested to play it?
I didnt ask help for Modding i just posted here to write your opinion about this way of speech tree and if you like it or not.
I think that NMA is not the right place for me to post.

Offline Indianos

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Re: Speech tree with timer , looping which doesnt break
« Antwort #5 am: 16. Februar 2008, 00:09:39 Uhr »
The Speech tree i wrote above its not in theory it has a single player mission with two objectives(One to kill the dinosaurs in the Forest and the other to find the lost son of the farmer Nikos.) Try the mission and you will see that you will take different answer from Nikos if you do the first quest and not the second, the second and not the first quest or if you complete both of the quests and then talk to Nikos.finally the NPC Nikos doesnt know what you did in each situation i wrote above you have to tell him what you did.There are three speech trees in this mission.The first when you meet Nikos for first time(You have two options there) the second for the quests(If you want to help him or not.) and the third after you finish both quests.

Offline Panzerchrist

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Re: Speech tree with timer , looping which doesnt break
« Antwort #6 am: 20. April 2008, 22:29:11 Uhr »
Certainly a nice idea, and be sure, i like it.
But, in how far will you be able to realise your idea?
Why don't you try to mod for fallout 1 or 2? won't that be easier?

Offline Indianos

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Re: Speech tree with timer , looping which doesnt break
« Antwort #7 am: 22. April 2008, 20:49:44 Uhr »
I like Fallout Tactics more than Fallout 1 and 2 because its easier to mod it.I can add new graphics to the game and make new maps.The dialogue speech tree for Fallout Tactics its very important and changes the image of the game.The timer speech tree gives the ability to the Human player to decide what to do and very IMPORTANT to say his opinion and view it.In Fallout 1 and 2 you cannot add new graphics with smooth edges.Fallout tactics has much easier editor than Fallout 1 and 2 and sure better graphics.Fallout Tactics has the perfect engine for isometric camera smooth and nice graphics,very nice compat system.