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Author Topic: Looking for information on creating maps in Bloodlines  (Read 1712 times)

Offline argikt

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Re: Looking for information on creating maps in Bloodlines
« Reply #75 on: October 03, 2019, 09:11:33 AM »
Thank you for your advice!
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Although I didn’t get what I needed with python, I decided to leave what happened...
this is turned out even more interesting =)
It remains to make conditions for dialogue and make it work...

Also, a very funny problem still remains when the dialogs are repeated:
You speak with the NPC, select the options you need, and, logically, you should no longer talk to your NPC on the same topic, but the opposite happens.
Is there a way to get rid of this, or do I need to prescribe conditions to avoid repetitions?


If there's another way, I don't know...
Ussually there 2 kind of conditions inside the dlgs...

first type is inside the awnser line in position 5, something like   { G.condition == 0 }
second type is always in the botton lines of the dlg, those lines are the starting dlg conditions, for example if you have spoke with a NPC previously, make sense that he starts says something like ."Hey, you come back!"
this lines (you can have several of them), the dlg begin with the first condition that will be true. This is the format:
{   199   }{   (Starting Condition)   }{   }{   51   }{   G.NPC_QUEST1 == 1   }{   }{   }{   }{   }{   }{   }{   }{   }
{   200   }{   (Starting Condition)   }{   }{   1   }{   npc.times_talked == 1   }{   }{   }{   }{   }{   }{   }{   }{   }

Offline Avadonica

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Re: Looking for information on creating maps in Bloodlines
« Reply #76 on: October 04, 2019, 08:23:12 PM »
If there's another way, I don't know...
Ussually there 2 kind of conditions inside the dlgs...

first type is inside the awnser line in position 5, something like   { G.condition == 0 }
second type is always in the botton lines of the dlg, those lines are the starting dlg conditions, for example if you have spoke with a NPC previously, make sense that he starts says something like ."Hey, you come back!"
this lines (you can have several of them), the dlg begin with the first condition that will be true. This is the format:
{   199   }{   (Starting Condition)   }{   }{   51   }{   G.NPC_QUEST1 == 1   }{   }{   }{   }{   }{   }{   }{   }{   }
{   200   }{   (Starting Condition)   }{   }{   1   }{   npc.times_talked == 1   }{   }{   }{   }{   }{   }{   }{   }{   }

Once again, I thank you! =)
This is very interesting, but for me it looks very vague...
However, perhaps Malkav will be able to tell me about this?!...
I will be very happy if this happens, because I'm still learning how to create my quests...
Either I'm doing something wrong, or what I want to do is impossible:

So, I had a thought:
1. Leave the NPC to die and she "as if" was dying. (G.Alice_dead = 1)
2. If she “died” as if (I made her disappear from the table and was next to the player), she laughed at the player and said something like “Ha ha! Do you want my death?! You won’t wait!” , well, after the player’s response, the battle began.
The second option:
1. To cure the NPC and after talking with him a couple of replicas, run away from the location ... =) (G.Alice_alive = 1)

In general, no matter how much I try to set up a dialog, in any case only the G.Alice_alive = 1 branch works ...
And I don’t know what I need for the G.Alice_dead = 1 branch to work and it really infuriates!

Tell me, do I need to write some additional script for the (G.Alice_dead = 1) option to work?! If this is the whole problem, please tell me what and where do I need to write in order to make both options work ?!
Or if the (G.Alice_dead = 1) option cannot be made to work - then tell me please how to configure this condition so that it does not work if G.Alice_alive = 1 and aliceDialog () should also not work.

Here are my scripts:

Spoiler for Hiden:
#Убежище Салима, подвал: Протагонист спасает Алису с помощью своей крови.
def aliceFeed():
        pc = __main__.FindPlayer()
        pc.Bloodloss(1)
        relay = Find("Alice_relay")
        relay.Trigger()
   
#Убежище Салима, подвал: протагонист может решить судьбу Алисы...
def aliceDeath():
   #Протагонист отказывается давать Аисе свою кровь, Алиса умирает
        G.Alice_dead = 1
        alice = Find("Alice")
             alice.SetDisposition("Dead", 1)
             alice.TakeDamage(100)
        
#Алиса исцелилась и теперь готова бежать из подвала вместе с протагонистом.
def aliceDialog():
         pc = __main__.FindPlayer()
              relay = Find("Darkness_time_relay")
              relay.Trigger()   

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Yes, I again decided to edit my text and add more information so that you can understand the essence of my problems...
« Last Edit: October 05, 2019, 03:11:29 PM by Avadonica »

Offline Avadonica

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Re: Looking for information on creating maps in Bloodlines
« Reply #77 on: October 06, 2019, 04:47:23 PM »
And yet I got too complicated an idea: \

Most likely, I will have to start from the beginning, maybe I can find the problem... otherwise, I will have to destroy most of my story and make it simpler.

Or I can wait for an answer from Malkav, if he is still reading this...

Offline Malkav

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Re: Looking for information on creating maps in Bloodlines
« Reply #78 on: October 06, 2019, 07:39:28 PM »
I am still reading but I need more info in order to help you.
Co Author of Camarilla Edition Mod

Offline Avadonica

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Re: Looking for information on creating maps in Bloodlines
« Reply #79 on: October 06, 2019, 08:24:27 PM »
I am still reading but I need more info in order to help you.

Thanks to you in advance for agreeing to help!
What information do you need in addition to the scripts I used?
Dlg file (if you need this file, please tell me, will I need to do a translation for it, or can I send you the original text?)
Or something else?

----
If this helps, I will add that, on the advice of Argikt, I used 2 NPC models (in order to create the effect of moving the NPC from the table, maybe I should also look at the movement scripts for mercurio, but I haven't done it yet.)
the first (main) NPC (class npc_VVampire) in the properties was written:
"OnDialogEnd" "aliceDialog()"
"OnDeath" "aliceDeath()"

the second NPC has the same class, I did not register anything in the properties.
Maybe this is my mistake?

Offline Malkav

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Re: Looking for information on creating maps in Bloodlines
« Reply #80 on: October 07, 2019, 10:26:18 AM »
I need the map (bsp, not decompiled), the levelscript and the dialog files. Plus a short summary what you intend to do. If you use custom models I don'tneed them. I canchange to a standard model for testing. But it may take some time before I can complete it. I'm on vacation till the end of the week so I'm not sure when I have time to look into it.
Co Author of Camarilla Edition Mod

Offline Avadonica

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Re: Looking for information on creating maps in Bloodlines
« Reply #81 on: October 07, 2019, 08:40:21 PM »
I need the map (bsp, not decompiled), the levelscript and the dialog files. Plus a short summary what you intend to do. If you use custom models I don'tneed them. I canchange to a standard model for testing. But it may take some time before I can complete it. I'm on vacation till the end of the week so I'm not sure when I have time to look into it.

At first, of course, I thought that maybe you can give me some tips so that I can try to do it myself, and if I fail,  I send all the data to you...
However, I will not argue with you and I will follow your advice. =)

Offline argikt

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Re: Looking for information on creating maps in Bloodlines
« Reply #82 on: October 08, 2019, 08:27:58 AM »
I'm glad that malkav can help you... actually I'm too busy finishing the  WW2 mod final version.
Also Malkav works most like you, using the editor instead of hammer. :)

Offline Malkav

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Re: Looking for information on creating maps in Bloodlines
« Reply #83 on: October 08, 2019, 05:41:03 PM »
So how much do you already know about map editing? Have you set new people and used intersting place animations?
Do you know how to trigger events using scripts, dialog or map triggers?
Co Author of Camarilla Edition Mod

Offline Avadonica

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Re: Looking for information on creating maps in Bloodlines
« Reply #84 on: October 08, 2019, 08:10:18 PM »
I'm glad that malkav can help you... actually I'm too busy finishing the  WW2 mod final version.
Also Malkav works most like you, using the editor instead of hammer. :)

Yes, I am also very glad that Malkav did not refuse to help me =) Perhaps, after I show him my quest, he will also give advice on how to do it all better...
I perfectly understand that you have a lot of work and therefore, I will try not to distract you from your creative process.
I will look forward to the final version of WW2! =)


So how much do you already know about map editing? Have you set new people and used intersting place animations?
Do you know how to trigger events using scripts, dialog or map triggers?

Unfortunately, in fact, I'm still learning all this interaction with maps and dialogs ... however, I has been see how this is done on other maps and  I could can try to repeat this...

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In any case, I will do as we agreed. =) I’m even curious at what point I ended up making a mistake...
And again, I sincerely thank you for agreeing to help me figure it out =)
« Last Edit: October 08, 2019, 08:40:23 PM by Avadonica »