Refresher on Holodiscs and papers etc...Please!!
Posted: Sat Jul 08, 2006 7:17 pm
Ok...I write the text for the holodisc example GSM_Holodisc_1_w ={ blah blah}...
Ok...Import speech file..
Ok...make speech node for holodisc...
Then what? There is no place to check the click speech box like there is for actors.
Do I just make the holodisc an actor? And then click speech path?
Or is the simple fact that I made a text file and speech node enough? And then when you plug it into the PIP that it will play?
That doesn't sound right?!
The same goes for papers....?
I do have to make the holodisc an actor....
So I make a new holodisc as an actor..then I can check appropiate speech paths..nodes ect.
But for naming and description.. I go..
name_[display name]={holodisc}
desc_[display name]={description..ie..You see a battered holodisc}
But under holodisc entity it offers a description option...(Nevermind)
So if I make holodisc entity and make a speech node for it...when it it used on the PIP it will play the speech node?
HELP!!!!
I knew how to do this before...because it not only covered papers, holodiscs, info terminals.
And if I remember I had to make them actors so I could get the click speech option.( and just use appropiate sprites for each)
Update...
Title_ ( forgot that part for the speech node)
So I rename a holodisc...Place it on person in the mission editor ( and not entity editor)
Place name_ and description_ under my Custom campaign generaltext folder.
Write text for holodisc...import text.
Under speech node...I would type in
title_GSM_holdisc_1_w and plug in the speech file..
And the mere fact that it has title in it will allow it to be read by PIP...and the same would apply to papers etc?
How far off am I?...it's been along time since I worked with this editor.
Ok...Import speech file..
Ok...make speech node for holodisc...
Then what? There is no place to check the click speech box like there is for actors.
Do I just make the holodisc an actor? And then click speech path?
Or is the simple fact that I made a text file and speech node enough? And then when you plug it into the PIP that it will play?
That doesn't sound right?!
The same goes for papers....?
I do have to make the holodisc an actor....
So I make a new holodisc as an actor..then I can check appropiate speech paths..nodes ect.
But for naming and description.. I go..
name_[display name]={holodisc}
desc_[display name]={description..ie..You see a battered holodisc}
But under holodisc entity it offers a description option...(Nevermind)
So if I make holodisc entity and make a speech node for it...when it it used on the PIP it will play the speech node?
HELP!!!!
I knew how to do this before...because it not only covered papers, holodiscs, info terminals.
And if I remember I had to make them actors so I could get the click speech option.( and just use appropiate sprites for each)
Update...
Title_ ( forgot that part for the speech node)
So I rename a holodisc...Place it on person in the mission editor ( and not entity editor)
Place name_ and description_ under my Custom campaign generaltext folder.
Write text for holodisc...import text.
Under speech node...I would type in
title_GSM_holdisc_1_w and plug in the speech file..
And the mere fact that it has title in it will allow it to be read by PIP...and the same would apply to papers etc?
How far off am I?...it's been along time since I worked with this editor.