Lady Rowena on 21/2/2014 at 14:04
I've set up a conversation, and the speech is quite long, I've also added a few motions. The conv looks like this:
Play sound/motion...
c1102
LineNo 1
Conv 1
Play sound/motion...
-
-
Conv 25
Play sound/motion...
-
-
Conv 54
And so on, to the end of Step 1. But the speech is longer, so I continued with the motions only on Step 2. The AI performs the speech together with the motions until the end of Step 1, but the motions don't continue to step 2. He only performs them when the speech is over. Is it normal?
Should I divide the speech in smaller parts? It's a bit difficult, because the speech is quite tied at that point.
GORT on 21/2/2014 at 14:09
Yes, this is normal. I had to deal with the same thing with a few missions. One way of dealing with it is to use the wait property (waiting time and waiting motion). If you do this, you may want a motion with some length to it or looks almost still. Otherwise, the motion may look too repetitive.
Zoro on 21/2/2014 at 14:12
Dividing the speech into smaller parts seems to be a nice idea for solving the problem too.
Conversations and AIs are mostly dangerous things when working with a fan mission, but it's possible to get ride over them.
GORT on 21/2/2014 at 14:16
Also, you can do what I did with lengthy conversations. If you are almost running out of steps in you conversation, have the last step to make an actor activate another conversation session. I had to do this quite a bit of times for TROTB 1 & 2.
Lady Rowena on 21/2/2014 at 16:42
Ger, I'm afraid to not understand this one. My problem is not the speech, but the related motions.
:confused:
This is an interlude mission, and it only consist in this conversation, which is just a monologue. Garrett doesn't run the risk of being interrupt or anything.
Gort, I'm not running out of steps yet. Also, making a wait doesn't solve the problem, I think.
I wonder if the best thing to do is to start the conversation, then start the sound/speech with a button and make the sound go on by itself/alone and put only the motions in the following steps of the conv.
Thanks anyone, at least I know that it's normal. :)
Yandros on 21/2/2014 at 22:37
Quote Posted by Lady Rowena
I wonder if the best thing to do is to start the conversation, then start the sound/speech with a button and make the sound go on by itself/alone and put only the motions in the following steps of the conv.
That might work, but you run a higher risk of the motions being out of synch with the audio. Splitting the voice line into two (or more) files and simply going to the next step and starting it with a Play sound/motion which includes LineNo 2 with the first one should work fine. Don't forget to add LineNo 2, 3, etc. to your schema file and reload_schemas also. I have a similar situation in DCE, where a character delivers a long eulogy, and I have it broken into 7 separate lines this way. It insures that each part of the long speech begins with the motion you want, also (avoiding the synchronization issue I mentioned before).
Lady Rowena on 22/2/2014 at 16:10
You might be right, Yandros, but synchronizing the motions with the audio is a pain anyway. The motions are too long, or too short, I ended by having many unwanted pauses in my pervious conversations. Besides, there are not too many "quiet" motions to choose from.
Well, I'll see what I can do. Thanks for the advice. :)
Lady Rowena on 23/2/2014 at 23:28
Finally I took Yandros' advice, and I divided the sounds into several segments. I created a new conv schema for this, and a new voice for the actor. Of course I reloaded the schemas, and all the stuff appears in the Hierarchy. No errors in the monolog or anything.
But it doesn't work, I can't hear the sound.
There's nothing wrong with the conversation itself, because if I enter another conv, i.e. c1505, LineNo 5 (mechanist conv) I can hear it.
There's also nothing wrong with me doing a custom conversation schema. I did another one and it works fine, as I can hear it as well.
I even thought that it happens because the guy has not his own schema, so I created one only for at alert 0 (also to silence him). No success. He refuses to speak.
Surprisingly, if I do Custom\Play Schema and enter any of his schema in the box, I CAN hear it!
At this point I'm clueless. Any idea of what I'm doing wrong?
Yandros on 23/2/2014 at 23:52
You said you used a different voice in the new conv lines. Did you remember to change the AI's Speech > Voice property to match? If not, this is exactly what happens - the schemas play fine but the AI doesn't say them. There shouldn't have been any reason to change the voice in the schema, though.