Adding Dialogue: Difference between revisions
No edit summary |
|||
(22 intermediate revisions by the same user not shown) | |||
Line 1: | Line 1: | ||
Dialogue can be a good way to get players interested in your map's story. It can be presented as text only, or as a combination of text and audio. There can only be one dialogue box active at any given time on the player's screen | Dialogue can be a good way to get players interested in your map's story. It can be presented as text only, or as a combination of text and audio. There can only be one dialogue box active at any given time on the player's screen. <br> | ||
To add dialogue to your map, you must place a KF_DialogueSpot actor. You can find it in the actor classes browser under '''Info-->KF_DialogueSpot'''. | |||
== Creating a Dialogue Spot == | |||
To add dialogue to your map, you must first place a KF_DialogueSpot actor. You can find it in the actor classes browser under '''Info-->KF_DialogueSpot'''. There is no limit to the number of Dialogue Spot actors you should have in your map. Tripwire maps generally have one Dialogue Spot for each major 'conversation'. <br><br> | |||
[[File:AddingDialogue.jpg |left|x400px|link=File:AddingDialogue.jpg |left|x600px|]] | [[File:AddingDialogue.jpg |left|x400px|link=File:AddingDialogue.jpg |left|x600px|]] | ||
Line 8: | Line 11: | ||
{{Col-break}} | {{Col-break}} | ||
== Adding a Dialogue Entry == | |||
Once you have created a Dialogue spot actor you need to create a new dialogue entry. Select the Dialogue Spot and press F4 to open its properties window. Expand the KF_DialogueSpot category and click on the 'Dialogues' array. Click 'Add' to create a new Dialogue entry. <br><br> | |||
[[File:NewDlgEntry.jpg |left|x400px|link=File:NewDlgEntry.jpg |left|x600px|]] | |||
{{Col-begin}} | |||
{{Col-break}} | |||
As with any other array, dialogue entries '''will try to play in the order they are entered'''. So if you want to have multiple people speaking to each-other in a single Dialogue Spot, try to order them in a way that is logical the first time around. It's pretty easy to add entries to the Dialogues array, but it can be a pain if you have to delete and re-order them at a later time. | |||
=== Configuring your Dialogue Entry === | |||
There are a number of configurable properties available for each dialogue entry in the dialogue list. You can change the appearance of the dialogue window, add voice overs and set headers or portrait materials which appear next to the dialogue as it displays.<br><br> | |||
[[File:DialogueBox.jpg |left|x400px|link=File:DialogueBox.jpg |left|x600px|]] | |||
{{Col-begin}} | |||
{{Col-break}} | |||
'''General Dialogue Properties''' | '''General Dialogue Properties''' | ||
Line 80: | Line 103: | ||
| VoiceOverSound || Sound || This is the sound wave file you want to play with your dialogue text. The duration the dialogue will appear for is determine by the length of this audio file. If there is none, it will default to 0.5 seconds per word in the text string. | | VoiceOverSound || Sound || This is the sound wave file you want to play with your dialogue text. The duration the dialogue will appear for is determine by the length of this audio file. If there is none, it will default to 0.5 seconds per word in the text string. | ||
|- | |- | ||
|} | |}<br><br> | ||
== Playing the Dialogue == | |||
Dialogue '''will not play automatically''', it needs to be triggered to do so! Set a 'tag' value for your Dialogue Spot actor and trigger it when you would like the first line of dialogue to commence. Subsequent dialogue entries will play one after another until it reaches an entry with a ''''Required Event'''' at which point it will pause the dialogue playback until the event is received. If a Required Event is received for a dialogue that is not next in the list, it will automatically skip to and play this entry. Something to be aware of if you plan to play dialogue out of order. | |||
== Randomization == | |||
Dialogue can also be randomized. This can be useful if you want to have continuous taunting from an enemy, or encouragement from an allied NPC. To randomize dialogue '''you must have more than one entry in your dialogues array.''' By setting the '''bRandomize''' flag in the Dialogue Spot's properties your dialogue spot will randomly pick one entry from its list each time the Dialogue Spot is triggered, instead of playing the entries in order. |
Latest revision as of 16:47, 12 November 2013
Dialogue can be a good way to get players interested in your map's story. It can be presented as text only, or as a combination of text and audio. There can only be one dialogue box active at any given time on the player's screen.
Creating a Dialogue Spot
To add dialogue to your map, you must first place a KF_DialogueSpot actor. You can find it in the actor classes browser under Info-->KF_DialogueSpot. There is no limit to the number of Dialogue Spot actors you should have in your map. Tripwire maps generally have one Dialogue Spot for each major 'conversation'.
Adding a Dialogue EntryOnce you have created a Dialogue spot actor you need to create a new dialogue entry. Select the Dialogue Spot and press F4 to open its properties window. Expand the KF_DialogueSpot category and click on the 'Dialogues' array. Click 'Add' to create a new Dialogue entry.
|