Modding Union

[en] - Modding Corner => Mapping => Thema gestartet von: lord_ellessar am 30. Jan 2016, 17:38

Titel: dialogues
Beitrag von: lord_ellessar am 30. Jan 2016, 17:38
How can I make dialogues in worldbuilder :)
Titel: Re: dialogues
Beitrag von: Gnomi am 30. Jan 2016, 18:28
What exactly do you mean?
The written sentences on the top?
Just use scripts and timers.

(it should look something like that:

Script 1:
If *BEDINGUNG*
then Show Message 'blabla' for 8 seconds AND
set timer 'dialogue2' to 8 seconds


Script 2:
If timer 'dialogue2' has expired
then Shoe Message 'blabla2' for 8 seconds and
set timer 'dialogue3' to 8 seconds

and so on

Show Message is in "Interface".

Edit:
Oh yeah. Of course you need a map.str as Fredius said. :P
Titel: Re: dialogues
Beitrag von: Fredius am 30. Jan 2016, 18:30
You mean dialogues as in speeches (that you can hear) or written messages? Speeches can be found in the audio section of scripts. Written messages require a different procedure. Here is a tutorial about the map.str, which you need for written messages: http://bfme2.heavengames.com/worldbuilder/displaying_text

Edit: Didn't see that gnomi already replied xD.
Titel: Re: dialogues
Beitrag von: lord_ellessar am 30. Jan 2016, 19:02
I want that "guy A" go somewhere and then a dialogue appears in the top if the screen :)
Titel: Re: dialogues
Beitrag von: Gnomi am 30. Jan 2016, 19:04
Then do exactly like we have told you, just add another "move unit to waypoint" in front of it.^^
Titel: Re: dialogues
Beitrag von: H4lbarad am 13. Mai 2016, 15:02
I am making à multiplayer map (1v1). If I want to make a message that appears only for ONE player, how should I do ?
Titel: Re: dialogues
Beitrag von: H4lbarad am 19. Mai 2016, 16:04
Is it possible ?  :)
Titel: Re: dialogues
Beitrag von: Gnomi am 1. Jun 2016, 20:41
Sorry to answer so late.
I haven't tested it yet, but it should work, if you use "local player's". So f.e. yuo try something like:
"if local player's start position is position 1, then activate scripts blabla".
But be careful with those scripts - they can cause assynchrons, but messages should work. (as long as there is nothing else)
Titel: Re: dialogues
Beitrag von: H4lbarad am 2. Jun 2016, 02:29
Sorry to answer so late.
I haven't tested it yet, but it should work, if you use "local player's". So f.e. yuo try something like:
"if local player's start position is position 1, then activate scripts blabla".
But be careful with those scripts - they can cause assynchrons, but messages should work. (as long as there is nothing else)


Thank you SO MUCH!
I will test it :)