Adding Dialogue
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, but there can be an infinite number of dialogues in any given dialogue list. The idea is that after one dialogue finishes playing, the next begins. You can use 'RequiredEvents' to control this process.
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 | Sets the Horizontal and Vertical screen position of the Dialogue window as a percentage of the total pixels on the screen. A value of (0.5,0.5) would be dead-center in the middle of the player's screen. |
Screen_Scaling | Enum | Determines how the Screen_BGMaterial gets scaled to fit the text block. Only relevant if you have a background material that tiles a particular way. |
Dialogue Events
This category contains a list of events that dialogue can trigger before, during and after it plays.
Variable Name | Variable Type | Description |
---|---|---|
DisplayedEvent | Name | This event will be triggered after the dialogue has completely finished playing. |
DisplayingEvent | Name | This event will be triggered the very second the dialogue begins playing. |
RequiredEvent | Name | If you have multiple dialogues, setting an event here will cause the dialogue chain to halt until it receives an event of that name. Think of it like a 'pause' command. |
Dialogue Voiceover
This category contains a list of variables relevant to playing dialogue voiceover audio.
Variable Name | Variable Type | Description |
---|---|---|
SourceActor | Actor | This is the actor you'd like the voiceover audio to emanate from. The actor's sound properties will determine volume and attenuation. If you leave this blank the voicover will play non-spatialized/attenuated audio which is probably preferable in most cases. |
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. |