Instead of static message boxes, Alpha 12 is now offering a very powerful system to create interactive dialogues (different stats, up to 7 answer options, tie-in with PDA possible, etc pp) which can even create missions WITHOUT the use of the PDA system! See the Dialogues.ecf in the \Content\Configuration folder for more details on the possible parameters. As an example to see the system in the game, you can either start the Default Random survival game OR the newly updated Invader vs. Defender: Cygnus Conflict scenario! Overview Added: Dynamic, interactive Dialogue system Blocks with the following BlockIDs can be used: Gambling Tables, Station Console, Computer Console, Commanding Officers Human and Alien, Security Guard Human and Alien, Talon, Talon Chief (static), Zirax Commander (static). Added: NPCs will turn towards when approached (F) Assign a Dialogue Name from the Dialogue.ecf in Creative mode or via Godmode IV (gm iv) Usable with PDA (Integration into Messages > ‘dlg’ parameter) Execute statement: 150 characters max Variables: max 30
Surprised no one has talked about this or the new token system much. It's an incredibly powerful and versatile tool for scenario authors. Absolutely amazing what can be done with it now. I'd even rate it as right up there with any of the other new features of A12 in terms of how much potential it has to be a game changer.
Well for me. I haven't gotten into the creation side of things yet. Nor have I seen it used yet in world. I'm trying out the swamp start which I'm finding is a nice challenge. Also the quests aren't advancing on their own yet, well the one I have tried. I'm waiting for more bug fix's. Come on let's face it A12 is like dropping a bunch of kids in a candy store and letting them run a muck. So many things to do and taste
I think I misunderstood this feature. Definitely better than the old way and I can't wait to see what Ravien does with it for Project Eden. However I thought this new feature would bring about two things I'd like to see happen eventually. 1. All NPCs, or at least the ones in friendly POIs, would have at least some sort of small blurb that gives context to the world much like RPGs. 2. I'd like to see the faction missions removed completely from the PDA. Other than IDA missions PDA should only be used to keep track of missions and quests. You should get them from exploring and talking to faction NPCs at their respective POIs. Are there other examples of the new system in A12 experimental besides the Robinson Protocol?
This is possible, but would take a lot of work because you'd have to not only write the dialogues, but also manually add them to every POI in the game. This is definitely possible. You can even make missions without having to use the PDA at all. I'm going to be doing a mix for my scenario, some PDA missions will just show up but most will be found out in the world naturally and just use the PDA for tracking sometimes. Thank you! It's such a powerful system and I'm still learning new ways to make use of it.
This might probably happen in the future That's actually what i would like to do...but i am lacking the time to rework that at the moment
Is it just me, or is the explanation for the dialogues system totally absent? I am working on converting some POIs and is stuck on step 1 of a dalogue. Am I missing somewhere to find information?
Look at the dialog file in the main content/configuration folder for examples of how to use it. If you need help you could post your dialog (probably in a separate thread so we don't clutter this one up) and I'll take a look at it.
Hi, i'm actually trying to figure out how to realize npc traders that can sell ships. I know there are already mods out there, but it doesn't feel right. Using admin helper tool so the playfields for selling ships can be wiped to generate new ships. The question is how to change the ships faction to something the player can access after the player paid a certain price. The Tokens could be used for physical access, but this wouldn't help on changing the structures faction. Are there commands to do that?
Thanks, that was a good help, but there is so much information missing. Lets just take a small example: What variables can I use in the dialogue? Wiki seems also very outdated for even the regular game.
Some observations on the new dialogue options: -- where the text is programmed to pop in multiple steps this is still slow (for me) - however right clicking in some cases will bring significant text and very quickly move to the next dialogue before it can be read. I'd suggest one right click to instantly present all text and a second to move to next dialogue, or increase the pause after a right click before moving to next dialogue -- the moon mission has so much dialogue I have run out of oxygen and gained hypothermia reading the text. Perhaps pause the game while in dialogue or consider making the area in which reading of very long text occurs safe?
Oh. Oh. When I saw the image in the instructions, I saw the color on the left mouse button and the body of the mouse and was confused. "How do I click the body of the mouse. The left-mouse button doesn't work." So it was the white part of the image that was indicating what to click. IIRC, the message finished on its own and disappeared before I had figured anything out. I'd have to start a new game to try it again. This is from memory. Sorry if it is faulty. The image was a mouse with blue left button and body, and a white right button.
I don't think I've encountered it yet during play. I typically do 2/3 of the Robinson protocol and I've been working on one mission for Polaris faction that I haven't managed to trigger yet. I've talked to NPCs to trade and that seems normal. Other NPCs didn't seem to have anything to say.
The dialog system is the same regardless of whether it's initiated by a NPC or by the PDA system. If you want to see NPCs with dialog, I think there is one on the orbital trade station around the starter planet. Custom scenarios and servers might make more use of it as well. It's an extremely powerful system.