Talk:Scripted sentence

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Revision as of 01:38, 2 April 2006 by Andreasen (talk | contribs) (I was probably wrong.)
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If all I want to do is to have a combine console go: "Local protection team units report on 603 unlawful entry in progress." using the samples reporton.wav, unlawfulentry603.wav and inprogress.wav after eachother, is a scripted_sentence really obsolete for this? Should I learn faceposer when there are absolutely no gestures involved, and all I want is some scripted radiochatter? Why? --Andreasen 22:28, 31 Mar 2006 (PST)

Feel free to use OnEndSentence...when using this, don't forget to check if the NPC exists b4 you do this though...else your map will get stuck...anyways, making a VCD file for this would accomplish the same thing—ts2do 22:32, 31 Mar 2006 (PST)
OnEndSentence? Sure it would get the samples timed, but it would be easier to edit sentences.txt and have just one scripted_sentence play the whole sentence like I imagine it's supposed to be used. Anyway, I've found some off-wiki documentation for faceposer now. This wiki should really need some (finished) docs on faceposer. --Andreasen 23:10, 31 Mar 2006 (PST)
Feel free to paste the URL for the docs you found :P Jupix 23:14, 31 Mar 2006 (PST)

I've checked some scipts now, packed into source engine.gcf/hl2/scripts/ as they are, and unless I'm very mistaken, sure, faceposer can do the job of a scripted_sentence: You could probably do a scene, with 0 actors, 0 fonetics, 0 whatever, and just load a single sentence into the scene, and have a logic_choreographed_scene execute the entire scene. ...but instead of this bulky way, you can use this entity to just load the sentence into the game directly. ...because you can't load raw samples into faceposer as sounds. All the sounds that are available are complete sentences - single-sample sentences or multiple-sample sentences - and unless you want to go with entire standard game phrases like "Oh my god, Freeman's over there and he's on his way over that bridge and on to the marshmallow factory to get the rocket rifle stashed behind that green dumpster!", you are going to have to edit that old familiar sentences.txt file wether you use a choreographed scene or not. ...so no-no-no, scripted_sentence is not obsolete at all - not when it comes to unseen dialogs. --Andreasen 03:42, 1 Apr 2006 (PST)

Reading some more scripts, I'm not too sure about what I've just stated. Sentences.txt seems to deal with automatic NPC behavior only, and all other samples in HL2 seems to have been converted to sounds and put into a scene file, even if the actor cannot be seen (if that is the case when Alyx is communicating with Kleiner in the Nova Prospect teleport scene). Sorry about any confusion, but after all, it was 1 April. --Andreasen 00:38, 2 Apr 2006 (PST)