Re: SP Artificial Intelligence


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Posted by JED Master on June 09, 1998 at 22:36:26:

In Reply to: Re: SP Artificial Intelligence posted by SciComm on June 09, 1998 at 21:20:46:


: So, taking a Mots.tpl from a rebel commando, who has all pup/ai/etc. attributes that you want inherent in him, and replacing only the 3D0 and character name, won't work?
: Hmmm... Because PUP will be to the liking too.
: Thanks for your help.
: However, I have a separate question. I am not sure if it will get answered as a follow-up, so I will put it on the main board too:
: How do I get a MOTS sound to show up one time, like a line of dialogue from Kyle?
: Also, how do I get the dialogue message text to show up on top of the screen?
: Thanks!

The problem with the pup is that the mesh names are not the same. This can be changed with some keyframe editing, but its easier just to edit the pup.
As for text, its simple


Print("text goes here");

And sound requires two variables, the sound and a local in called dummy.

dummy = PlaySoundPos(sound, pos(cordinates. use get surface center, get sector center, ect.), mindist(1.5 is best), max dist(10, ect, both in JKUS.), loop(-1 makes it play once), flags(don't worry about these for SP, usually everything gets played. just use 0));

Hope that helps. These are for JK, but their probably the same for MOTS. If you make the sound loop, you will need to use

StopSound(dummy, 0);

somewhere else in the cog to stop it. Thats why you use dummy, it becomes the channel the sound uses.


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