Adding Dialogue

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Revision as of 17:55, 7 November 2013 by Alex KF (talk | contribs)
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Dialogue can be a good way to get players interested in your map's story.


General Dialogue Properties

Variable Name Variable Type Description
bLooping Bool If set to true, this dialogue will continue playing over and over.
BroadcastScope Enum This determines which players will receive the dialogue broadcast. By default, all players will hear / see dialogue as it is triggered. If you set the scope to 'instigator only', then only the person who caused the dialogue to play will see it.

Display Properties

These properties control the appearance of the dialogue on the HUD, as well as storing the text that should be displayed.

Variable Name Variable Type Description
Dialogue_Header Localized String This text will appear at the top of the dialogue window. It is often the name of the person who is speaking, but it doesn't have to be. If you type 'self' in this field it will display your steam name.
Dialogue_Text Enum This determines which players will receive the dialogue broadcast. By default, all players will hear / see dialogue as it is triggered. If you set the scope to 'instigator only', then only the person who caused the dialogue to play will see it.
Portrait_BinkMovie String If you would like to play an animated movie next to your dialogue you can do that by entering the name of the .bink movie file here. (needs to be in your KillingFloor\Movies\ folder). Do not include the extension.
Portrait_Material Material If you would like to show a texture next to your dialogue text you should enter that here. In Tripwire maps it is usually the face of the person who is speaking to you.
Screen_BGMaterial Material This is the material that will render behind the dialogue text. If you leave it empty it will default to the standard Killing Floor 'Red box' texture. If you want there to be no background at all then plug an invisible material in here.
Screen_Position Struct