Can I force the player to back out of dialogue? (As if they

Post » Wed Jun 20, 2012 9:15 pm

I have a scene that begins when you say a line to a character. What I want to happen, is the instant you click that line, he starts responding, but I want the player to back out of dialogue, as I will also disable their controls, so I want all HUD gone. If they're still in dialogue they may have some hud sitting around. Is there a command like ForceLeaveDialogue() or something? It will really kill the effect if the guy says his line, THEN the scene starts. The camera fades and the player is moved. I'd love it if the camera could start to fade and everything while he is still saying his line, without the player being tied to him by being in dialogue with him.

Any suggestions?

Thanks,
Alexander J. Velicky
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BaNK.RoLL
 
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Post » Thu Jun 21, 2012 12:29 am

If you use DisablePlayerControls to disable the menu controls, you should leave dialogue. So since you're disabling the controls anyway, just disable every single control.
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Kat Stewart
 
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Post » Wed Jun 20, 2012 7:37 pm

Actually, you can just define the topic as a "Goodbye" topic, that should do the trick.
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Lillian Cawfield
 
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Post » Thu Jun 21, 2012 2:41 am

If you use DisablePlayerControls to disable the menu controls, you should leave dialogue. So since you're disabling the controls anyway, just disable every single control.
Alright, I'll see if that does it...
Actually, you can just define the topic as a "Goodbye" topic, that should do the trick.
That would make you leave dialogue at the end of the line. I want it to disconnect at the very start of it, but I still want him to say it.

It will be a while until I can test this (I'm still backlogged with voice acting), but I'll post an update too see if it works or if I need more help.
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JUan Martinez
 
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Post » Thu Jun 21, 2012 6:14 am

When SKSE's first release comes, you could use TapKey(). TapKey is used to simulate as if a key was pushed by the Player.
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Alexandra walker
 
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Post » Wed Jun 20, 2012 4:32 pm

you could put a dummy dialogue as the response which would be a split-second silent track marked as a good-bye (forcing the conversation to end), and then your desired dialogue marked as a "walk-away" or a conditioned goodbye (misc dialgue tab)
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Lizs
 
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Post » Thu Jun 21, 2012 3:03 am

I haven't done any Say or SayTo's yet (are there both in the CK? I swear I saw one in a package here in the CK), but they didn't used to open the dialogue window with the player in the gecks (I'm out of town so don't have the CK). If any of that is true (lol; sorry just trying to help) you might be able to have the NPC address the player that way and there would never be the dialogue tethering between them to worry about.
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dell
 
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Post » Wed Jun 20, 2012 10:36 pm

Yeah I would just do a say or make it part of the scene or something, but I need the player to click something to trigger it. I may have him say part of his line as the info response, THEN make the rest of it part of the scene...

I'll figure out a way to go about this.
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Sara Lee
 
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Post » Thu Jun 21, 2012 5:13 am

Its may be a better solution to have the audio for the line as part of the scene, trigger the scene through a script in the quest dialogue, and have the dialogue response flagged as a "goodbye" with a short span of silence to try and overlap the scene just a bit and "fake" the transition.
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Daniel Brown
 
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