Adding Dialogue: Difference between revisions

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| 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.
| 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.
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'''Dialogue Events'''
This category contains a list of events that dialogue can trigger before, during and after it plays.
{| class="wikitable sortable" style="min-width:75%;text-align:left;"
! Variable Name
! Variable Type
! Description
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| DisplayedEvent || Name || This event will be triggered '''after''' the dialogue has '''completely''' finished playing. 
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| DisplayingEvent || Name || This event will be triggered the very second the dialogue '''begins''' playing.
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| 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.
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Revision as of 18:00, 7 November 2013

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 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.