Wintermute Engine Forum
Wintermute Engine => Technical forum => Topic started by: Barry Burton on March 31, 2012, 05:43:40 AM
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First of all, sorry if this question has been asked already. But I was wondering if it is possible to add a dialogue system similar to the PC game Harvester where it displays a small portrait of the NPC when he/she talks? Then if the NPC changes emotion it switches to a different portrait showing a different facial expression? Also, would it be possible to add voice dialogue on top of the text the NPC is saying, and ends precisely if and when you skip that bit of dialogue text?
Example:
http://www.youtube.com/watch?v=cIToXkiJU-8
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answer is yes, there are a number of threads covering this
http://forum.dead-code.org/index.php?topic=3033.msg19075#msg19075
try that for a start
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Thanks, but I'm not quite sure how to use this. Do I create a new script in the scripts folder, paste the code, then in my scene add the "Ghost.Talk("blabla");" in the scene? I'm a little confused. By the way, I'm using a First Person mode template posted on this forum and have all my scenes and UI set up already, so I really don't know much about scripting apart from being able to add teleports to the next scene and music.
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OK I changed the code a tad so it would work for my object in the scene, the window pops up with my image, but the problem is it pops up for only a few seconds! I tried to change the duration for the *.Talk(file, file, 500) and it doesn't do anything it still only appears for a few seconds.
Is there any way I can control the duration of the window popping up at all?