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'Actors_converse_in' problem


NTxC
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Ok, I have a problem in my mission.

I use BW's GTA3 Mission Builder 5.0

 

I want to make 2 actors converse.

I used this script to create actors:

 

 

0129: $new_act = create_actor  21 #ARMY in_car $new_car driverseat 020E: actor $talkguy look_at_actor $new_act009A: $talkguy = create_actor  4 #COP at  -752.3108 -629.7494 8.8659301ED: reset_actor $talkguy flags

 

 

Then, I used a script in which actor $new_act leaves the car he spawned in and walks to the $talkguy actor. After he walks to him, I used this code:

 

 

020E: actor $new_act look_at_actor $talkguy03F9: make_actors $new_act of $talkguy converse_in  6000 ms

 

 

and I expected them to use converse animation and sound. It didn't worked. Actors won't converse.

 

How can I make them converse?

 

Cheers

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0129: $new_act = create_actor  21 #ARMY in_car $new_car driverseat 020E: actor $talkguy look_at_actor $new_act009A: $talkguy = create_actor  4 #COP at  -752.3108 -629.7494 8.8659301ED: reset_actor $talkguy flags

 

Is this part of the code working?

You're referring to $talkguy before it's even created!

And for conversing: Imitate existing code, there are numerous instances in original missions that you could check for that.

Edited by SteaVor
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It's my mistake in writing the code into the post (I forgot to place the lines of the code in the post into the place they are in my actual code)

 

Of course should be:

 

 

0129: $new_act = create_actor  21 #ARMY in_car $new_car driverseat 009A: $talkguy = create_actor  4 #COP at  -752.3108 -629.7494 8.8659301ED: reset_actor $talkguy flags020E: actor $talkguy look_at_actor $new_act

 

 

Edit: ok, I'll try that. thanks wink.gif

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Try using the 'look_at' and 'converse' opcodes two times consecutively, like so:

 

020E: actor $talkguy look_at_actor $new_act020E: actor $new_act look_at_actor $talkguy03F9: make_actors $new_act and $talkguy converse_in  6000 ms03F9: make_actors $talkguy and $new_act converse_in  6000 ms

 

Also make sure they're next to each other.

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Try using the 'look_at' and 'converse' opcodes two times consecutively, like so:

 

020E: actor $talkguy look_at_actor $new_act020E: actor $new_act look_at_actor $talkguy03F9: make_actors $new_act and $talkguy converse_in  6000 ms03F9: make_actors $talkguy and $new_act converse_in  6000 ms

 

Also make sure they're next to each other.

That worked. Thanks wink.gif

 

Edit: but still they can't be heard. What about the conversation sound?

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Did you care to check which of the extra lines made it work? I don't think all of them are necessary, I just wanted to be on the safe side. If you didn't check, don't bother. It would just have been interesting to know.

 

I don't think there's sound associated with the opcode. Did you check the instances in original GTA3 where this code was used? I don't think they're talking there, but I could be wrong...

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Did you care to check which of the extra lines made it work? I don't think all of them are necessary, I just wanted to be on the safe side. If you didn't check, don't bother. It would just have been interesting to know.

 

I don't think there's sound associated with the opcode. Did you check the instances in original GTA3 where this code was used? I don't think they're talking there, but I could be wrong...

Looks like the double "converse_in" made actors converse.

 

I don't actually need the conversation sound. I wanted to know if it's possible. Thanks for all wink.gif

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Looks like the double "converse_in" made actors converse.

Ah, that means I remembered right! Thanks for clarification.

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