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TGEConEd - Torque Conversation Editor v1.0

by Stefan Beffy Moises · in Torque Game Engine · 11/18/2002 (12:20 pm) · 7 replies

I've uploaded the v1.0 version of TGEConEd with a lot of new features...
some of them are:
- create/edit/save any number of conversation files
- associate dialog sequences with sound files
- supports basic dialogs and multiple choice dialogs with unlimited number of answers
- "live-editing" of conversation files, conversations are updated without restarting the engine
- support for multiple trigger events

New in v1.0:
- conversations can now be started/stopped based on the FOV of the NPC
- "personalization": you can use the vars and , they are replaced in the in-game dialogs with the "real" names then
- you can also cross-link words/phrases to jump to another dialog sequence, or you can specify an 'explanation link' which then pops up a sub-sequence with the explanation text in the upper right corner of the GUI - this explanation is just a normal conversation sequence and you can use the editor to create/edit it, of course
you can specify an image for the current NPC in the GUI
- you can specify function names and parameters instead of text answers now, too and start custom actions if the player selects specific answers in a multiple-choice dialog
- I've also added a history feature which lets you scroll through all previous dialogs...
- a very basic objectives/condition system for demonstration purposes which lets you specify certain conditions/objectives that must be reached by the player before a certain dialog sequence is played - you can change the status of objectives by calling setCondition("magicKeyFound","true"); in-game, e.g.

Read more details here: tork.zenkel.com/tutorials/tgeconed/TGEConEd_v1.0.php
You cand download it here...
Have fun! :D

#1
11/18/2002 (1:13 pm)
I wonder if a person could implement something like ALICE? :-)

-Eric
#2
11/18/2002 (2:22 pm)
ALICE and related technologies are neat in concept, but it's very, very difficult to get them to perform in a reliable way (such as you might need for an NPC)...

Not to say that you shouldn't try, just a friendly bit of advice ;)
#3
11/18/2002 (3:00 pm)
I was thinking in a more passive way, rather than seeing the NPCs repeating the same line. I saw, btw, that the TV show Alias has a game utilizing Alice. I couldn't play it, though. I guess she was mad at me that day. ;)

-Eric
#4
11/19/2002 (12:24 am)
Hi,
I'm fixing some last bugs at the moment, so anyone who is already downloading TGEConEd should watch this thread for updates... :P
I will re-upload it and make another post here once I'm done...
thx, beffy
#5
11/19/2002 (5:07 am)
Alright,
everything should work now... I had to simplify the "onEnterFOV" stuff because of the limited bot functionality in Torque yet... you'll need some basic AI routines to really use this feature :/
So the provided example dialogs are mainly triggered "onMouseClick" and you have to click on the bots to make them talk... ;)

Nevertheless, the "onEnterFOV" functionality as well as the basic "objectives" are there to try them out, but to make them really useful, you will need some custom AI routines for your game, of course!

Have fun with your conversations now! :D
#6
12/03/2002 (1:06 am)
Hm, I've also submitted this as a resource like 2 weeks ago... dunno if it will ever get approved, but here is the link: www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=3553 ;)
#7
11/10/2003 (10:02 am)
Hi all,
what are the custon AI routines needed for the "onenterFOV" funcionality work?
I thought they were included in the aiplayer.cs?

Thanks Beffy for this great tool...

--Jorge