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 @11The 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 // dialogWhere 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