AI won't say conv lines after being woken up. - by R Soul
R Soul on 8/11/2013 at 23:28
I have a sleeping AI who gets woken up for a conversation. I can get him to go to objects, frob objects etc, but he won't say anything. I've double checked the voice property and the schemas.
Within the sleeping metaprop there's a broadcast customization property. I added one with the default values to the AI itself, overriding the metaprop, but the AI still won't speak. It wouldn't be a great solution anyway, because it won't allow the AI to have a full voice set.
I can't see anything else in the M-NewSleeper metaprop that should cause a speech issue. Can anyone shed any light on this? I couldn't find anything by searching, but maybe someone else will have some luck.
FireMage on 8/11/2013 at 23:50
Hum... Maybe a stupid question, but let's ask, we never know: Have you tried to make him say a speech which already exist with the corresponding voice?
Have you add your converse concept in Speech file?
Have you try to remove the metaprop to your AI with the AI who is speaking to him?
Is your sounds with a good extension that can be reconized by the game? Even if they are wav, it can be with a bad Codec or compression.
R Soul on 9/11/2013 at 00:31
The conv line plays fine if the AI was never asleep (i.e. the schema and wav files are all good). I've come up with a workaround. The sleeping AI is no longer an actor in the conv, he's just asleep. The real actor is contained by a ReleaseTrap. When it's time to wake him up, the other actor frobs a button that causes the sleeper to be deleted and activates the ReleaseTrap.
Not elegant, but the 'released' AI speaks.
Yandros on 9/11/2013 at 03:16
I can't recall ever seeing this issue before but don't think I've ever tried to wake an AI up and have him participate in a conversation. I do know that if an AI starts in solid and gets teleported into the world, he will usually not be able to be a conversation actor, perhaps because he's disabled on sim start and never gets his voice assigned properly. I wonder if perhaps the broadcast customization prop to make him use sleeping tags somehow messes up his voice props, deep down in the engine code as opposed to at the visible concrete property level. Have you tried having him start the mission awake, and put him to sleep after a few seconds? Assuming he isn't in the player's starting room, of course.
LarryG on 9/11/2013 at 05:24
What alert level does the awakened sleeper have when awakened? IIRC something about alert levels causing conversations to be cut off ...
gigagooga on 9/11/2013 at 08:19
What if the AI were to just "act sleeping" rather than having that M-NewSleeper?
R Soul on 9/11/2013 at 21:45
:o
:o
:o
:o
:o
:o
:o
:o
It works after all. I spelt the voice name wrong. Put me in Dromed detention.
R Soul on 10/11/2013 at 01:45
In British English it's also the past participle of spell. :p
LarryG on 10/11/2013 at 02:00
(
http://grammarist.com/spelling/spelled-spelt/) I know. Just Yanking (pun intended) your chain. It's not like you spelt/spelled "Pneumonoultramicroscopicsilicovolcanoconiosis" wrong. That would just be inexcusable! (Or should it be "wrongly" since it is an adverb modifying the verb to spell? Or is the word "wrong" a perfectly good adverb on its own? IDK. More to the point, IDC.)