It's possible to code a character's voiced lines (selection, movement, rare select, etc.) to change after certain variables are met, isn't it? If so, how feasible is it?
NPC Voice Question
Started by -JR-, Feb 28 2012 11:45 AM
3 replies to this topic
#1
Posted 28 February 2012 - 11:45 AM
"Education without values, as useful as it is, seems rather to make man a more clever devil." - C.S. Lewis
#2
Posted 28 February 2012 - 01:00 PM
You can use the SetPlayerSound action. Have a look at edwin.bcs for an example.
#3
Posted 28 February 2012 - 01:03 PM
Sounds good. Thank you.
Also, would it be possible to assign more voice options than characters usually have, or would that cause trouble? For example, five rare selection options rather than two, etc.
Also, would it be possible to assign more voice options than characters usually have, or would that cause trouble? For example, five rare selection options rather than two, etc.
"Education without values, as useful as it is, seems rather to make man a more clever devil." - C.S. Lewis
#4
Posted 28 February 2012 - 02:14 PM
Creatures have a fixed number of sound slots, so I do not think so (short of some hackish solution where you frequently use SetPlayerSound to cycle through the different sounds).Also, would it be possible to assign more voice options than characters usually have, or would that cause trouble? For example, five rare selection options rather than two, etc.