Author Topic: Some way to unable stopping the conversation?  (Read 558 times)

Legacy_Grani

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Some way to unable stopping the conversation?
« on: June 07, 2012, 10:27:41 am »


                I want to make a conversation with one guy that would end in this NPC attacking PC. However, I noticed that one could simply stop the conversation (by ESC or going too far) when they notice they would be attacked otherwise and this way avoid the fight.

What can I do to unable stopping the conversation, or at least making NPC attack PC anyway if conversation is interrupted?
               
               

               
            

Legacy_Fester Pot

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Some way to unable stopping the conversation?
« Reply #1 on: June 07, 2012, 02:01:27 pm »


               In cases like these, where I know the conversation will drive the player to an end result, such as the NPC becoming hostile regardless, I put the same script that would turn the NPC hostile, including setting any variables for this that are required, on the conversation's ABORTED option.

So if a player does hit ESC because they don't like the way the conversation is going, knowing ahead of time it looks like the NPC is going to attack them - and they want to explore other conversation options to see the result they're looking for - the NPC attacks.

Another trick I use is to set variables along in the conversation with major plot moving NPCs that offer choices or paths for the player to move through. Once they reach a certain part of the conversation, a variable is set. If they hit ESC and restart the conversation, I have a script to check for the variable and if it matches, jumps them right back to the last known location in the conversation that variable was set - forcing them to continue along the choices they've already made.

Of course, this doesn't work if they reload a saved game. '<img'>

FP!
               
               

               
            

Legacy_Grani

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Some way to unable stopping the conversation?
« Reply #2 on: June 07, 2012, 02:29:43 pm »


               I see, thank you '<img'>
               
               

               
            

Legacy_AndarianTD

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Some way to unable stopping the conversation?
« Reply #3 on: June 08, 2012, 12:27:00 am »


               I use a couple of approaches for this. One is a variant of FP's approach (variable saving). The conversation invocation system I use sets variables on an NPC to "queue" conversations that the player is supposed to have with them. The NPC's default conversation checks for the flag indicating a queued conversation and lets the player launch it. The conversation keeps repeating if the player escapes, until they hit an "end point" in it (near one of the leaf nodes) where a script de-queues it. I have other scripts that essentially take "checkpoints" through the conversation, so that if you escape and try again with different options you don't get to change the initial outcome or get a reward twice (though you do get to see what some of the other options are).

For cases where I *really* don't want the player to be able to escape or break the flow of the conversation, though, I turn on cutscene mode. I've been using that approach a lot more in developing Sanctum 3, since it tends to be easier and more convenient (you know no one can escape, so you don't have to take checkpoints), and also it gives you a lot of control over the look and POV flow of the dialogue. I've got an example video online here if anyone's interested in seeing what I mean, but be warned that it's a large download. '<img'>
               
               

               
            

Legacy_henesua

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Some way to unable stopping the conversation?
« Reply #4 on: June 08, 2012, 12:44:39 am »


               When I was working on a single player module I did the same thing, put the PC in cutscene mode at the start of conversations. This restricts them to the options in front of them. It is a very effective means to focusing the player's choices and to make those choices clear.
               
               

               
            

Legacy_ehye_khandee

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Some way to unable stopping the conversation?
« Reply #5 on: June 08, 2012, 12:59:03 am »


               And what of the 'No Interrupt' box in the creature properties (next to the Conversation list dropdown menu)? Is that not a viable option here (to ensure no-one exits the convo by ESC key)?

Be well. Game on.
GM_ODA
http://playnwn.com
               
               

               
            

Legacy_AndarianTD

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Some way to unable stopping the conversation?
« Reply #6 on: June 08, 2012, 01:38:59 am »


               

ehye_khandee wrote...

And what of the 'No Interrupt' box in the creature properties (next to the Conversation list dropdown menu)? Is that not a viable option here (to ensure no-one exits the convo by ESC key)?


I tried that. I'm not actually sure what that checkbox is supposed to be for, but it doesn't work for making the character's conversation unescapable.
               
               

               
            

Legacy_HipMaestro

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Some way to unable stopping the conversation?
« Reply #7 on: June 08, 2012, 02:32:31 am »


               Hmmm...

If FP's method using the Abort scenario to set the NPC to attack works, couldn't one force a return to the appropriate convo node with that variable set up?  Essentially, it would force the completion of any convo with as many ESC keyings as the player wanted to try by returning them over and over until a suitable path occurred.  Depending on how many nodes were required to interact with before the certified exit point was reached, the variable setting routine could become pretty involved, though.  But perhaps I am interpreting the Abort dynamic incorrectly?
               
               

               
            

Legacy_Fester Pot

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Some way to unable stopping the conversation?
« Reply #8 on: June 08, 2012, 03:22:39 am »


               A player can walk away after hitting ESC and having the conversation restart. Once a player reaches the proper distance, the NPC would not be able to fire the conversation and the conversation window will close.

Yes, variables would work in that case too, on return of the player starting up the conversation again and it returning to where they were last.

Personally, if the NPC is going to attack the player anyhow, I just avoid the looping and make the NPC hostile if the player aborts. It's rude, you know. *smirks*

FP!
               
               

               


                     Modifié par Fester Pot, 08 juin 2012 - 02:23 .