map editor- dialogues?
map editor- dialogues?
how do you do dialouges in lugaru?
could we get a more detailed description? this is a seemingly complicated feature, and you tried to squeeze it into one sentence in the debug readme. the mapping guide has nothing on it. all of my lugaru playing and editing friends have no idea what you are talking about (no offense) . we need more info if we are to make a campaign!
In the data/dialogues folder there should be a file called example.txt . This is an example of a dialogue file.
There are a serious of dialogue boxes with several attributes:
Location: this is 1 if it is at the top of the screen, or 2 if it as the bottom
Color: The RGB color of the box, 1.0 0.0 0.0 results in a red box
Name: The name of the speaker
Text: What the speaker says. '\' characters are line breaks
Sound: What sound is used. I think 1-2 are chitter sounds, 3-4 are pain, 5-8 are attack, or something along those lines.
Once you have this file, you type "Dialogue filename" in the console, and it goes into 'directing' mode. This is much like the mode when you watch a dialogue scene, except you can control the camera. You can use the numpad to set which direction characters' heads are facing (i.e. numpad zero sets Turner's head to point in the same direction the camera is facing, numpad one does this for player one, and so on). Then you press the number key (not on the numeric keypad) that corresponds to who is the speaker, and go to the next dialogue box. For example, pressing '0' assigns Turner to be the speaker, and then goes on to the next dialogue box.
There are a serious of dialogue boxes with several attributes:
Location: this is 1 if it is at the top of the screen, or 2 if it as the bottom
Color: The RGB color of the box, 1.0 0.0 0.0 results in a red box
Name: The name of the speaker
Text: What the speaker says. '\' characters are line breaks
Sound: What sound is used. I think 1-2 are chitter sounds, 3-4 are pain, 5-8 are attack, or something along those lines.
Once you have this file, you type "Dialogue filename" in the console, and it goes into 'directing' mode. This is much like the mode when you watch a dialogue scene, except you can control the camera. You can use the numpad to set which direction characters' heads are facing (i.e. numpad zero sets Turner's head to point in the same direction the camera is facing, numpad one does this for player one, and so on). Then you press the number key (not on the numeric keypad) that corresponds to who is the speaker, and go to the next dialogue box. For example, pressing '0' assigns Turner to be the speaker, and then goes on to the next dialogue box.
Hooray! Here come dialogues!David wrote:In the data/dialogues folder there should be a file called example.txt . This is an example of a dialogue file.
There are a serious of dialogue boxes with several attributes:
Location: this is 1 if it is at the top of the screen, or 2 if it as the bottom
Color: The RGB color of the box, 1.0 0.0 0.0 results in a red box
Name: The name of the speaker
Text: What the speaker says. '\' characters are line breaks
Sound: What sound is used. I think 1-2 are chitter sounds, 3-4 are pain, 5-8 are attack, or something along those lines.
Once you have this file, you type "Dialogue filename" in the console, and it goes into 'directing' mode. This is much like the mode when you watch a dialogue scene, except you can control the camera. You can use the numpad to set which direction characters' heads are facing (i.e. numpad zero sets Turner's head to point in the same direction the camera is facing, numpad one does this for player one, and so on). Then you press the number key (not on the numeric keypad) that corresponds to who is the speaker, and go to the next dialogue box. For example, pressing '0' assigns Turner to be the speaker, and then goes on to the next dialogue box.
(This was a long-awaited feature. Dialogues can make maps really sweet.)
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