Barks as player examine actions
Posted: Wed Nov 15, 2017 5:42 am
Edit: I've just realized I've written a wall of text just to ask for something very simple...
So I'll resume it with just one line...: Could you add a 'Starting node ID' field to Adventure Creator's DS Bark action, please?
Edit 2: Btw, I'm assuming the Bark system has the behavior I want... (?) I mean, that the dialogue lines get displayed without the player needing to click anywhere to either recover PC control and/or passing to the next dialogue line in the conversation...
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Hi there, I have this dilemma here...
I'm using Adventure Creator for player and NPC navigation, cutscene playing, DS conversations triggering, etc.
Then I use DS for complex conversations (no surprises here) and many other things that sequences and LUA scripts let me do (which are a lot).
But that leaves me with one use case not covered very well...: complex examine actions. Let me explain what I mean by this...
Let's say I have one AC hotspot that has both Use and Examine interactions. The Use one I've got it covered well, but the Examine interaction is intended for the player character saying something about the relevant game object, not interrupting the gameplay in the process.
For my example, I'll use a landed spaceship. At first, if the PC examines the ship she should say something like "My ship. Pretty much in one piece even after almost crashing...". Then she "talks" with it and the ship goes to standby mode. From that point on, if the PC examines the ship again, she should say something like "It's in standby mode. I hope the battery doesn't degrade anymore until I solve the problem..."
That's only a simple example of what I intend to do for gazillions of game objects throughout the game...: different examine outputs depending on quest and/or variable states.
Now... I know I could use an AC DS Check action to check DS quest states or variables, and then branch the action list according to the result, playing the desired player comment on the background. But that poses two problems for me...:
1. AC's action list editor is HORRIBLE. I reaaaaally want to avoid working with it for something so big as this work will be over time.
2. AC's Play Speech actions are also very limited. If you want to concatenate two dialogue lines, you need to uncheck "Play in background?" for the first one, so it's played in its entirety before the second one. And that leaves the player effectively locked in place until the action list finishes its execution. Clearly unacceptable for a simple examine action, in which the player should be able to continue walking if s/he wants.
So... I read about Barks and thought they could help me with this problem. My intention is to use AC just to run a DS Bark action to a 'PlayerBarks' conversation, where I would have ALL game objects examine lines (for consolidation purposes) in separated internal node trees. Then, according to the aforementioned quest states or boolean variables, it should pick the appropriate line to play in the background.
But for that to happen, I'd need to be able to select the starting conversation node ID in the AC DS Bark action, I think. Right now it assumes you just want to initiate the conversation from the START node, and from there... how would the conversation would know where to go from the myriad trees I have in there? It would be best if I handpick the appropriate starting point from the AC action, and let DS to check the valid "NPC" lines to shout from there, right?
I hope I've been clear enough with my explanation. Thing is, I just want to have dialogue lines displayed without the players being interrupted in their gameplay.
Thank you for your time.
So I'll resume it with just one line...: Could you add a 'Starting node ID' field to Adventure Creator's DS Bark action, please?
Edit 2: Btw, I'm assuming the Bark system has the behavior I want... (?) I mean, that the dialogue lines get displayed without the player needing to click anywhere to either recover PC control and/or passing to the next dialogue line in the conversation...
------------------------------------
Hi there, I have this dilemma here...
I'm using Adventure Creator for player and NPC navigation, cutscene playing, DS conversations triggering, etc.
Then I use DS for complex conversations (no surprises here) and many other things that sequences and LUA scripts let me do (which are a lot).
But that leaves me with one use case not covered very well...: complex examine actions. Let me explain what I mean by this...
Let's say I have one AC hotspot that has both Use and Examine interactions. The Use one I've got it covered well, but the Examine interaction is intended for the player character saying something about the relevant game object, not interrupting the gameplay in the process.
For my example, I'll use a landed spaceship. At first, if the PC examines the ship she should say something like "My ship. Pretty much in one piece even after almost crashing...". Then she "talks" with it and the ship goes to standby mode. From that point on, if the PC examines the ship again, she should say something like "It's in standby mode. I hope the battery doesn't degrade anymore until I solve the problem..."
That's only a simple example of what I intend to do for gazillions of game objects throughout the game...: different examine outputs depending on quest and/or variable states.
Now... I know I could use an AC DS Check action to check DS quest states or variables, and then branch the action list according to the result, playing the desired player comment on the background. But that poses two problems for me...:
1. AC's action list editor is HORRIBLE. I reaaaaally want to avoid working with it for something so big as this work will be over time.
2. AC's Play Speech actions are also very limited. If you want to concatenate two dialogue lines, you need to uncheck "Play in background?" for the first one, so it's played in its entirety before the second one. And that leaves the player effectively locked in place until the action list finishes its execution. Clearly unacceptable for a simple examine action, in which the player should be able to continue walking if s/he wants.
So... I read about Barks and thought they could help me with this problem. My intention is to use AC just to run a DS Bark action to a 'PlayerBarks' conversation, where I would have ALL game objects examine lines (for consolidation purposes) in separated internal node trees. Then, according to the aforementioned quest states or boolean variables, it should pick the appropriate line to play in the background.
But for that to happen, I'd need to be able to select the starting conversation node ID in the AC DS Bark action, I think. Right now it assumes you just want to initiate the conversation from the START node, and from there... how would the conversation would know where to go from the myriad trees I have in there? It would be best if I handpick the appropriate starting point from the AC action, and let DS to check the valid "NPC" lines to shout from there, right?
I hope I've been clear enough with my explanation. Thing is, I just want to have dialogue lines displayed without the players being interrupted in their gameplay.
Thank you for your time.