I'm making a talk system for a cinematic I'm making. System uses dynamic indexing for MUI. I'm having some trouble though. Here is the video (ignore the green boarder):
2 problems:
- The first "Talk" from the commander reports a duration of 0. His text can be briefly seen but it fades immediately.
- The Center Marine is suppose to talk DURING the medic's Talk. It doesn't show at all. If I were to put off his Talk until after the Medic finishes, it will show.
Here's my triggers:
2 problems:
- The first "Talk" from the commander reports a duration of 0. His text can be briefly seen but it fades immediately.
- The Center Marine is suppose to talk DURING the medic's Talk. It doesn't show at all. If I were to put off his Talk until after the Medic finishes, it will show.
Here's my triggers:
-
Talk Start
- Events
- Conditions
-
Actions
- -------- ------- --------
- -------- Setup Variables --------
- -------- ------- --------
- Set Talk_Index = (Talk_Index + 1)
- Set Talk_Speed[Talk_Index] = 0.07
- Set Talk_Offset[Talk_Index] = TalkV_Offset
- Set Talk_Angle[Talk_Index] = TalkV_Angle
- Set Talk_Duration[Talk_Index] = (Talk_Speed[Talk_Index] x (Real((Length of Talk_Message[Talk_Index]))))
- Set Talk_Message[Talk_Index] = TalkV_Message
- Set Talk_MessagePartial[Talk_Index] = |n|n|cffffcc00
- Set Talk_Unit[Talk_Index] = TalkV_Unit
- Set Talk_CharacterPosition[Talk_Index] = 1
- Set Talk_NextCharacter[Talk_Index] = (Substring(Talk_Message[Talk_Index], Talk_CharacterPosition[Talk_Index], Talk_CharacterPosition[Talk_Index]))
- -------- ------- --------
- -------- Perform Actions --------
- -------- ------- --------
- Game - Display to (All players) for 5.00 seconds the text: (String Duration: + (String(Talk_Duration[Talk_Index])))
- Set TempPoint = (Position of Talk_Unit[Talk_Index])
- Set TempPoint2 = (TempPoint offset by Talk_Offset[Talk_Index] towards Talk_Angle[Talk_Index] degrees)
- Floating Text - Create floating text that reads Talk_MessagePartial[Talk_Index] at TempPoint2 with Z offset 0.00, using font size SpeechFontSizeModifier, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
- Set Talk_FloatingText[Talk_Index] = (Last created floating text)
- Floating Text - Change Talk_FloatingText[Talk_Index]: Disable permanence
- Floating Text - Change the fading age of Talk_FloatingText[Talk_Index] to Talk_Duration[Talk_Index] seconds
- Floating Text - Change the lifespan of Talk_FloatingText[Talk_Index] to (Talk_Duration[Talk_Index] + 1.00) seconds
- Cinematic - Flash a speech indicator for Talk_Unit[Silence_Index] of color (100.00%, 100.00%, 100.00%) with 0.00% transparency
- Custom script: call RemoveLocation (udg_TempPoint)
- Custom script: call RemoveLocation (udg_TempPoint2)
- -------- ------- --------
- -------- Turn on Loop --------
- -------- ------- --------
- Set Talk_LoopCounter[Talk_LoopInteger] = 0.00
- Set Talk_CharacterTimer[Talk_LoopInteger] = 0.00
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Talk_Index Equal to 1
-
Then - Actions
- Trigger - Turn on Talk Loop <gen>
- Else - Actions
-
If - Conditions
-
Talk Loop
-
Events
- Time - Every 0.01 seconds of game time
- Conditions
-
Actions
- -------- Loops for all instances of talk --------
-
For each (Integer Talk_LoopInteger) from 1 to Talk_Index, do (Actions)
-
Loop - Actions
- -------- Increments talk counters --------
- Set Talk_LoopCounter[Talk_LoopInteger] = (Talk_LoopCounter[Talk_LoopInteger] + 0.01)
- Set Talk_CharacterTimer[Talk_LoopInteger] = (Talk_CharacterTimer[Talk_LoopInteger] + 0.01)
- -------- Checks if its time to display the next character --------
- -------- 0.06 timer for characters --------
- -------- 0.01 timer for spaces --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Or - Any (Conditions) are true
-
Conditions
-
And - All (Conditions) are true
-
Conditions
- Talk_NextCharacter[Talk_LoopInteger] Equal to
- Talk_CharacterTimer[Talk_LoopInteger] Greater than or equal to 0.01
-
Conditions
-
And - All (Conditions) are true
-
Conditions
- Talk_NextCharacter[Talk_LoopInteger] Not equal to
- Talk_CharacterTimer[Talk_LoopInteger] Greater than or equal to 0.06
-
Conditions
-
And - All (Conditions) are true
-
Conditions
-
Or - Any (Conditions) are true
-
Then - Actions
- -------- Appends the next character to the Speech --------
- Set Talk_MessagePartial[Talk_LoopInteger] = (Talk_MessagePartial[Talk_LoopInteger] + Talk_NextCharacter[Talk_LoopInteger])
- Floating Text - Change text of Talk_FloatingText[Talk_LoopInteger] to Talk_MessagePartial[Talk_LoopInteger] using font size 10.00
- -------- Resets the timer and counts 1 position in the String --------
- Set Talk_CharacterTimer[Talk_LoopInteger] = 0.00
- Set Talk_CharacterPosition[Talk_LoopInteger] = (Talk_CharacterPosition[Talk_LoopInteger] + 1)
- -------- Previews Next Character --------
- Set Talk_NextCharacter[Talk_LoopInteger] = (Substring(Talk_Message[Talk_LoopInteger], Talk_CharacterPosition[Talk_LoopInteger], Talk_CharacterPosition[Talk_LoopInteger]))
- -------- Checks if time has ended --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Talk_LoopCounter[Talk_LoopInteger] Greater than or equal to (Talk_Duration[Talk_LoopInteger] + 1.00)
-
Then - Actions
- Game - Display to (All players) for 5.00 seconds the text: Reindexing!
- -------- All Talk instances are re-indexed --------
- Set Talk_Unit[Talk_LoopInteger] = Talk_Unit[Talk_Index]
- Set Talk_Unit[Talk_Index] = No unit
- Set Talk_FloatingText[Talk_LoopInteger] = Talk_FloatingText[Talk_Index]
- Set Talk_Message[Talk_LoopInteger] = Talk_Message[Talk_Index]
- Set Talk_MessagePartial[Talk_LoopInteger] = Talk_MessagePartial[Talk_Index]
- Set Talk_NextCharacter[Talk_LoopInteger] = Talk_NextCharacter[Talk_Index]
- Set Talk_CharacterPosition[Talk_LoopInteger] = Talk_CharacterPosition[Talk_Index]
- Set Talk_LoopCounter[Talk_LoopInteger] = Talk_LoopCounter[Talk_Index]
- Set Talk_CharacterTimer[Talk_LoopInteger] = Talk_CharacterTimer[Talk_Index]
- Set Talk_Speed[Talk_LoopInteger] = Talk_Offset[Talk_Index]
- Set Talk_Duration[Talk_LoopInteger] = Talk_Duration[Talk_Index]
- Set Talk_Offset[Talk_LoopInteger] = Talk_Offset[Talk_Index]
- Set Talk_Angle[Talk_LoopInteger] = Talk_Angle[Talk_Index]
- Set Talk_Index = (Talk_Index - 1)
- Set Talk_LoopInteger = (Talk_LoopInteger - 1)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Talk_Index Equal to 0
-
Then - Actions
- Trigger - Turn off (This trigger)
- Else - Actions
-
If - Conditions
- Else - Actions
-
If - Conditions
- Else - Actions
-
If - Conditions
-
Loop - Actions
-
Events
-
test talk
-
Events
- Player - Player 1 (Red) types a chat message containing talk as An exact match
- Conditions
-
Actions
- Cinematic - Turn cinematic mode On for (All players)
- Camera - Apply Spaceship Window 3 <gen> for Player 1 (Red) over 0.00 seconds
- Unit - Order Marauder 0005 <gen> to Move To (Center of Spaceship Marauder Move <gen>)
- Wait until ((Spaceship Marauder Move <gen> contains Marauder 0005 <gen>) Equal to True), checking every 0.10 seconds
- Set TalkV_Message = John:|r We're almost there...
- Set TalkV_Unit = Commander 0006 <gen>
- Set TalkV_Angle = 90.00
- Set TalkV_Offset = 512.00
- Trigger - Run Talk Start <gen> (ignoring conditions)
- Wait 4.00 seconds
- Set TalkV_Message = Joey:|r We should be there and back in no time!
- Set TalkV_Unit = Marauder 0005 <gen>
- Set TalkV_Angle = 148.00
- Set TalkV_Offset = 220.00
- Trigger - Run Talk Start <gen> (ignoring conditions)
- Wait 5.00 seconds
- Set TalkV_Message = Trace:|r Easy boys, lets just make this a safe trip!
- Set TalkV_Unit = Medic 0007 <gen>
- Set TalkV_Angle = 512.00
- Set TalkV_Offset = 90.00
- Trigger - Run Talk Start <gen> (ignoring conditions)
- Wait 1.00 seconds
- Set TalkV_Message = John:|r Yeah, yeah Trace!
- Set TalkV_Unit = Commander 0006 <gen>
- Set TalkV_Angle = 90.00
- Set TalkV_Offset = 512.00
- Trigger - Run Talk Start <gen> (ignoring conditions)
- Wait 4.00 seconds
- Cinematic - Turn cinematic mode Off for (All players)
-
Events