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#1

Input to make NPCs talk

Archive: 4 posts


I've learned quite a lot browsing this forum already, but have yet to see the answer to the problem I am having.

I'd like to make an interface using the controlinator in which the player can approach a character in the scene, press a button and activate that character's magic mouth.

The example I am working on involves a character that gives the player hints as to how to solve the puzzles or find the hidden items in my level. Attaching a randomizer to several mouths was a piece of cake. I however, I don't want them speaking unless the character interacts with the host NPC.
2011-02-16 15:54:00

Author:
Unknown User


Are you using sackbot as player?

If you use then create tag sensor inside of sackbots microchip and give it label "speak".
Connect button you want activate the speaking from your control seat to that tag.
Now create tag sensor inside your NPCs microchip and make it detect "speak" labeled tag.
Then connect that sensor to your speaking system.
2011-02-16 16:05:00

Author:
waD_Delma
Posts: 282


If you're using the sackbot as a player and you have transmitting/receiving NPC's (transmitter on following holo which the player is in) then the 'push button when ya come here' thing will work.

It'll work anyway, but if you have a follower on the holo you can use a player sensor instead, and the selected button goes into an AND switch with the player sensor and the output is the start of the cutscene or whatever.

2011-02-16 17:07:00

Author:
mutant_red_peas
Posts: 516


You can switch tags on/off, so I think the easiest way would be to just place a tag onto your player's controlinator microchip and connect the output of a button to it. Place the corresponding tag sensor onto the NPC's microchip and connect it to the magic mouth. Then the NPC should only speak whenever the player (or sackbot) is close and activates the tag by pressing that button.2011-02-16 17:36:00

Author:
Unknown User


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