Kapadu_and_co_YT_Official so i'm trying to make "boy2" and "rednk1" talk to start the bonus mission, but i don't know how to do it,
i made them character codes.
boy2=Character_code
rednk1=Charact
so i'm trying to make "boy2" and "rednk1" talk to start the bonus mission, but i don't know how to do it,
i made them character codes.
boy2=Character_code
rednk1=Character_code
i made them dialogue folders.
i made the conversations folder.
i made the new voice lines for them, (16-Bit WAV 24000 sample rate Mono)
i used the dialog.spt
And the final result is them doing a staring contest,
help.
1,192 views ·
0 likes Sending vote...
Borb The easiest thing to check right off the bat is your dialog.spt entries. They should look something like this in terms of capitalization.
create daSoundResourceData named C_jug_1_convinit_Hom_L1
{
The easiest thing to check right off the bat is your dialog.spt entries. They should look something like this in terms of capitalization.
create daSoundResourceData named C_jug_1_convinit_Hom_L1
{
AddFilename ( "conversations/C_jug_1_convinit_Hom_L1.rsd" 1.000000 )
SetStreaming ( true )
}
create daSoundResourceData named C_jug_2_convinit_Clt_L1
{
AddFilename ( "conversations/C_jug_2_convinit_Clt_L1.rsd" 1.000000 )
SetStreaming ( true )
}
I'm also not entirely sure why you've opted to substitute your dialog codes with "Character_code", but just in case, remember to keep numbers out of there as I believe that can cause trouble.
Kapadu_and_co_YT_Official Everything is perfect, but it's doing the same thing.
Everything is perfect, but it's doing the same thing.
Borb Alright, first, what does the conversation look like within dialog.spt? Second, what does your AddNPCCharacterBonusMission() line in leveli.mfk look like?
Alright, first, what does the conversation look like within dialog.spt? Second, what does your AddNPCCharacterBonusMission() line in leveli.mfk look like?
Kapadu_and_co_YT_Official
}
create daSoundResourceData named C_car_1_convinit_Tom_L1
{
AddFilename ( "conversations/C_car_1_convinit_Tom_L1.rsd" 1.000000 )
SetStreaming ( true )
}
create daSoundResourceData
}
create daSoundResourceData named C_car_1_convinit_Tom_L1
{
AddFilename ( "conversations/C_car_1_convinit_Tom_L1.rsd" 1.000000 )
SetStreaming ( true )
}
create daSoundResourceData named C_car_2_convinit_Mhl_L1
{
AddFilename ( "conversations/C_car_2_convinit_Mhl_L1.rsd" 1.000000 )
SetStreaming ( true )
}
create daSoundResourceData named C_car_3_convinit_Tom_L1
{
AddFilename ( "conversations/C_car_3_convinit_Tom_L1.rsd" 1.000000 )
SetStreaming ( true )
}
create daSoundResourceData named C_car_4_convinit_Mhl_L1
{
AddFilename ( "conversations/C_car_4_convinit_Mhl_L1.rsd" 1.000000 )
SetStreaming ( true )
}
create daSoundResourceData named C_car_5_convinit_Tom_L1
{
AddFilename ( "conversations/C_car_5_convinit_Tom_L1.rsd" 1.000000 )
SetStreaming ( true )
}
create daSoundResourceData named C_car_6_convinit_Mhl_L1
{
AddFilename ( "conversations/C_car_6_convinit_Mhl_L1.rsd" 1.000000 )
SetStreaming ( true )
AddNPCCharacterBonusMission("boy2", "npd", "bm1_cletus_sd", "bm1", "exclamation", "jug", 1, "exclamation_shadow" );
Borb "Jug" is the name of the conversation, you need to change that to reference your new conversation. Use this:
AddNPCCharacterBonusMission("boy2", "npd", "bm1_cletus
"Jug" is the name of the conversation, you need to change that to reference your new conversation. Use this:
AddNPCCharacterBonusMission("boy2", "npd", "bm1_cletus_sd", "bm1", "exclamation", "car", 1, "exclamation_shadow" );
Kapadu_and_co_YT_Official oooohhhhh, i did not notice. thanks
oooohhhhh, i did not notice. thanks