Assigning custom sounds to creatures
chimeric
Member Posts: 1,163
I'm making an NPC, not a joinable NPC, just someone with a couple of right-click and select sounds. I'm doing this in Near Infinity. So how do I assign new sound files to the different slots? And do I have to attach them to strings in the tlk as well? How is this done in Weidu?
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For example:
COPY ~mymod/the_dude.cre~ ~override~ SAY NAME1 @1 SAY NAME2 @1 SAY MORALE @2 SAY BATTLE_CRY1 @3 SAY ATTACK1 @4 SAY DAMAGE @5 SAY DYING @6 SAY HURT @7 SAY SELECT_COMMON1 @8 SAY SELECT_COMMON2 @9 SAY SELECT_ACTION1 @10 SAY SELECT_ACTION2 @11
The names of the sound slots are in SOUNDOFF.IDS (BG1) or SNDSLOT.IDS (BG2)
http://gibberlings3.net/iesdp/files/ids/bg1/soundoff.htm
http://gibberlings3.net/iesdp/files/ids/bg2/sndslot.htm
Then, put all your strings in the .tra file. To connect .wav file to the string, format it like this:
@1 = ~The Dude~ @2 = ~I am the walrus.~ [DUDE01] @3 = ~Yeah, well. The Dude abides.~ [DUDE02]
Where the wav files are DUDE01.wav, DUDE02.wav, etc..
Oh, and this NPC is supposed to be killable without other neutrals in the area getting alarmed. How do I do that? Change its allegiance? Better to take away the shout override file.
WRITE_ASCII DIALOG ~THEDUDE~ #8 // dialog
Where THEDUDE.DLG is the name of the compiled dialog file.
Don't change the allegiance. Just get rid of the SHOUT script and make sure the class is not INNOCENT.
http://gibberlings3.net/iesdp/files/2da/2da_tob/reputati.htm