darthsLair on 20/9/2009 at 19:36
I am sure this is not an unkown problem. In T2.
1. I have a ten line conversation set up, and of coarse it works perfect in Dromy.(or is it DromZilla?):sly: Anyway, I have no problems with the two ladies carrying on their conversations from beginning to end.
2. If the Conversation is interrupted, then the conversation ends, and the AI, if threatened quits the conversation, and this is good. very normal!:D
3. The problem arises, in game through darkloader, Garrettloader.
A. If the player saves after the conversation has begun. Quits the game. Then Reloads to the saved game. The conversation fires again, and plays from start to finish. I have Removed the Link from the Concrete Room Brush to the Conversation Marker, via the Conversation.:mad:
How can I keep it from firing more than once? I have made a backup system to destroy the conversation marker with a destroy trap.
The links from the Concrete Room brush to the Conv marker have been removed immediately after the Conversation fires the first time.
I know reloads show alot of bugs, and I am glad they do.:sweat:
How do I fix this? :p Anyone?
R Soul on 20/9/2009 at 19:56
It's the 'Save Conversation' property that does that. Usually it's done so that if the player reloads during a conv, they will still get to hear any important info. If the conv has no important information, the save conversation property can be false. That will abort the conv so the repetition may be the lesser of two evils.
Here's a very silly way of allowing the player to hear the full conv without too much repetition:
Conv1 tells actor 1 to say line 1 and frob a button which is CD linked to conv2
Conv2: actor2 says line 2 and frobs a button linked to conv3.
and so on...
I told you it was silly.
darthsLair on 20/9/2009 at 20:00
Thanks R Soul,:thumb: Yep! that is silly! Connect all the dots, and Voila!:laff::laff:
Nameless Voice on 20/9/2009 at 20:22
It's also (more-or-less) how I did the long conversation in The Affairs of Wizards, though I used a mix of conversations and AIWatchObj links. As far as I know, it worked quite well.
darthsLair on 23/9/2009 at 17:37
You Veteran Taffers are my Idols!;)
DarkMax on 30/9/2009 at 15:09
or you can alsoo make the room brush (or trap) that controls the conversation, alsoo controls a DestroyTrap which controls the same conversation, so it's destroyed and plays not anymore :erg:
darthsLair on 30/9/2009 at 17:54
True Max, This is what I usually do as a back up, and always in D1.
The actual problem in this case in T2 was saving anytime during the conversation. It is a default setting, so that the player wont miss detailed info, like in "Evesdropping" :eww:
john9818a on 7/3/2015 at 07:49
I'm having a similar problem. When the beta testers saved during a conversation and then reloaded, the actors stand where they were when the game was quick saved, but the conversation does not continue. I have Save Conversation set to True. I'm actually running three conversations at the same time, and the other two continue and complete just fine. Any ideas?
Tannar on 7/3/2015 at 08:08
It used to be that everyone knew never to save during a conversation because it could cause myriad problems. Is that supposed to be fixed in New Dark?
john9818a on 7/3/2015 at 08:35
I don't know if it was fixed nor did I ever hear about saved conversations causing problems. I've always set it to save conversation in the past and never had any problems. Maybe it was under certain circumstances that none of my missions had. :p