Page 1 of 1

Making The Player Talk.

Posted: Thu Sep 04, 2008 6:16 pm
by metal_head
What's the best entity to do this:
In my game I want to make the player talk also his friends to call him on the radio and he to talk with them.I want all that to be like Serious Sam (if you remember,serious sam talks and sometimes comments the bad guys) I want to make this in my game too.Now I want to make it when the player steps on a trigger (or kills a special enemy which will activate a trigger when dies)
And for thoose,who don't know what I'm talking about,here's a video:
http://www.youtube.com/watch?v=EFit2B3d ... re=related
In serious sam 2 when Sam talks,subs appear and you can even read what he says,I don't need that I just want to know the best way to do that.

Re: Making The Player Talk.

Posted: Fri Sep 05, 2008 4:10 pm
by Danimita92
A pawn that's activated by a trigger

Re: Making The Player Talk.

Posted: Fri Sep 05, 2008 4:27 pm
by metal_head
so that can be made with a script?

Re: Making The Player Talk.

Posted: Fri Sep 05, 2008 4:48 pm
by Danimita92
Yeah it's just making sounds being played, and images or texts (for subtitles) being showed on the screen

Re: Making The Player Talk.

Posted: Fri Sep 05, 2008 4:51 pm
by metal_head
I don't need subtitles,I just need the sound to be played,but how can this be made,
PlaySound(); will play the sound,but the sound will come out from the pawn not from the player.
Or something else has to be done?

Re: Making The Player Talk.

Posted: Sat Sep 06, 2008 12:42 am
by Danimita92
I'm sorta busy to look at all the commands right now, but you could attach the pawn that has this script onto the player, to then make the sound come out of the player.

Re: Making The Player Talk.

Posted: Sat Sep 06, 2008 12:57 am
by metal_head
well,I want the player to talk very often so...I'll have to attatch about 20 pawns to the player in a level...maybe Juutis can help...oh,no he's also busy..well,isn't there another way to do all this (without scripting)?

Re: Making The Player Talk.

Posted: Sat Sep 06, 2008 4:42 am
by creekmonkey
Couldnt you use just one pawn and different orders for each sound you want played, depending on which trigger is activated? Or possibly even different if statements in the same order?

Re: Making The Player Talk.

Posted: Sat Sep 06, 2008 4:03 pm
by metal_head
you're right,I'll start working on this and because I suck at scripting yet,I'll post this in Scripting :) I'll really need some help for that

EDIT: OK,so I made a new topic in scripting with my started script,but I have some problems,making the script check if a trigger is activated,so a little help would be nice!

Re: Making The Player Talk.

Posted: Mon Dec 21, 2009 4:41 am
by starop
im a n00bie at scripting and i also need to make some one talk can some one show me the script please????

Re: Making The Player Talk.

Posted: Mon Dec 21, 2009 1:39 pm
by paradoxnj
This is more about scripting than sound. Moved to Scripting forum.