CCS plug-in with dialog?

Started by Dave Gilbert, Fri 13/02/2004 17:36:14

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Dave Gilbert

Does anyone know of a way to incorporate dialog into the CCS plug-in?  Essentially what I'm trying to do is create a "security monitor" type of thing, where you can tune into what's going on in any particular room. The CCS plug-in is PERFECT for this kind of thing... except the game hinges on having the characters be able to speak.  Any tips?

un-junced

Yes, it can be done.

Crap.

I'm going to have to dig out the source for Keptosh now huh??

Okay...

Under character interaction just run something like this:

ccPauseExecution(SKWEEL);
DisplaySpeech(SKWEEL, "Hello.");
RunDialog(0);

in the dialog define a parameter like so:

if (parameter == 1) {
// Stop talking to Skweel
   ccResumeExecution(SKWEEL);
}

If that doesn't help drop me an email (junc@juncmodule.com) and I will send you the source for the Keptosh remake if you need it. I have an entire conversation set up in it.

good luck,
-junc

Kweepa

So, do you want a conversation, or just some speech?
Still waiting for Purity of the Surf II

a-v-o

I think he wants automatic background chatting between the NPCs like they walk in the background to show something like a scene where people walk and talk.

E.g something like this: While you explore a pub, a guest comes in, talks to the barkeeper and leaves the pub later, others come in, talk and leave, ... But not as a cutscenes, but as background activity.

Scorpiorus

ah, yeah there is no backgorund talking possible via CCS at the moment.

The only workaround I see is to make a use of DisplaySpeechBackground() but that's very annoying especially if you have a lot of speech.

I'll see what I can do about the problem.                                                                            

Dave Gilbert

Yeah, sorry for the delay.  A-v-o's got it.  I suppose I could use DisplaySpeechBackground as a workaround and make a function that'll do all the work.  I'll have to think about it.  And Scorpiorus, if you come with a solution, I'll be eternally greatful. :-)

Scorpiorus

#6
Ah, sorry Dave for not providing the possible solution. The one I had in mind kinda messy one. Anyway here it is:

You can check repeatedly for global int that was set inside CCS command and if its > 0 then stop executing, display speech, then resume executing again:

ccCreateCommand(MAN, "SET:Global(3)=1;"); //global int#3=1 a flag to display appropriate speech

ccExecuteCommand(MAN, MAN);


in repeatedly_execute:

if (GetGlobalInt(3) > 0) {
   
   ccPauseExecution(MAN); // pause execution

if (GetGlobalInt(3)==1) {
   qDisplaySpeech(MAN, "blah blah blah 1");
   qDisplaySpeech(EGO, "blah blah blah 1");
   qDisplaySpeech(MAN, "blah blah blah 1");
}
else if (GetGlobalInt(3)==2) {
   qDisplaySpeech(MAN, "blah blah blah 2");
   qDisplaySpeech(EGO, "blah blah blah 2");
   qDisplaySpeech(MAN, "blah blah blah 2");
}

  SetGlobalInt(3,0); // reset global int 3
 } else if (qIsTalking()==0) ccResumeExecution(MAN);


See http://www.agsforums.com/yabb/index.php?board=2;action=display;threadid=11868 thread for intergrating qDisplaySpeech function.

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