This is a large script that is likely to revolutionize the way people design dialogs and conversations in their modules. This script is very friendly for scripters and non-scripters a like.
FEATURES:
Keyword Conversation System
Languages - DMFI and as many as you want
Dialects
Inheritance
Extendable
Overrideable
Drunkeness
Old English
DMFI Friendly
To truly see what this is about download it and read the PDF documentation that comes with it. A lot of work went into designing, scripting, and testing this. This is the first of several major scripts planned to be released to the community by our team.
This is beta 1.1 - This file adds some things but, hopefully it fixes the issues between players with languages. I have not tested it thus, the beta monicer. Download the original system... install it. Then import this beta replacing all scripts it asks about. Please contact me at [email protected] or via IM future_wave (yahoo IM) or futurewavecs (AIM) with any issues. I am working a lot with this on my current project so any bug reports will get quick response.
I need to update this to use the new PlayerChat() event in 1.69. This cool new feature makes my NPC listeners be no longer needed. WOOT!!!
Posted by Asgoria at 2006-04-13 08:50:14 Voted 9.75 on 04/13/06
It is a great system and the info docummented in the pdf is clear and simple. It works great and all their scripts are commented and easy to understand. Thank you!
As a followup a person has tested the new patch in multiplayer and indicates it seems to fix the problems with languages between players. So, that problem appears to be fixed.
New beta update released... please test it out and give me feedback. It seems to work pretty well in my current project and I am doing some MAJOR things with it. :)
I am working on my own side project that is using this. It will likely cause some minor fixes to this script. I will also be looking into the Player to Player translation issue people pointed out. Don't expect it until 1.67 Bioware patch is officially released because, all of my current work is with one of the betas.
Darth Vrogzil... voted and commented on player to player language translation. That should work. I'll check into it. Too bad he didn't post it as a bug... because, that is what it is. :)
Posted by darth_vrogzil at 2006-01-08 13:11:26 Voted 9.75 on 01/08/06
The GHA KCS is a great system that will make
the npc conversations into realistic ones!
The GHA KCS is designed for single-player
enviroments, but it will still work in the
multiplayer modules.
The only setback is that, the GHA KCS only
works with the npc-conversations. The system
is invalid when using the languages with
another player, and the translation will not
fireup.
Posted by SilverLady at 2006-01-01 09:48:28 Voted 10.00 on 01/01/06
Its a shame that there have already been 293 downloads and no votes. Heh...I'm putting myself in the category as well since I ah...forgot to vote. ;)
Just a heads up. Version 1.1 is in the works. It is NOT a bug fix. It includes some corrections to the documentation and a lot of new features to further support extending the system.
If anyone does effectively use this script please vote and give feedback. We aim to provide good support for the Greyhawk Adventures Team stuff that we release.
I will be releasing a 1.1 version fairly soon. It will include some fixes to the documentation plus, a number of additional things I have thought of to make the system even more extendable.
Also, yeah the DEMO could be much cooler. I actually designed it as I scripted it. That demo is where I wrote the script. So, the DEMO mostly let me test all the features. It could of course be a lot fancier. People on the team indicated at some point they might make a demo for me... we shall see.
I'm working on some other things to release. Several of which will extend this system and show other scripters how to extend and add to it.
Actually, I plan to make it so people can extend the Eliza type things and add their own personalities with no scripting in the future.
As to Hierachial... yes, read the section in configuration on Conditionals. You can setup a lot of different conditionals. You can optionally call a script or more than one conditional script also. Think of it as the TEXT APPEARS WHEN section but, it can do a lot with no scripting and supports calls to more than one script.
If it can be done with dialog it likely can be done this way as well. I don't see the keywords as being a drawback... it feels more natural. Also, the system supports setting more than one word keywords also... for example WHO ARE YOU could be a 3 word keyword.
I extended it as much as I could come up with at the time. Short of Eliza custom extensions, and some additional actions I thought up this system should not need to be edited. It supports custom scripts in many locations, and offers extension support for scripters. So, it is possible to extend this script without editing it.
As is, it works pretty well in my opinion and I am excited to see what people ultimately do with it.
I'm not sure how to make the module not require HoTU since, that is what I have. I also did not have time to make one that does not require HoTU, SoU, etc. If you know of a quick and easy way for me to do this short of uninstalling HoTU I'll see what I can do for the next release... which will have some mistypes in the documentation fixed, and maybe some additions. I could likely email you the demo before that.
As to speed... I suspect it would be faster to develop with the dialog still unless you are planning on making your dialog support different modes of speech so, player's don't have to speak identical to each other all the time. In which case this method is tremendously faster.
I really only see one group of people that this type of communication may really annoy. Those that have REALLY bad spelling. I am not saying a little bad... I am saying really bad. My 9 year old and 11 year old sons both played around with the demo module and it worked fine for them.
Any chances of posting a demo module that doesn't need HotU? I implemented something similar a year or so ago and trashed it since it was a lot more work writing conversations that way than using the tree, but I'm very curious how this works...
Zen
Just an FYI for you scripters out there
gha_inc_base_ds which was included with this includes libraries for handling linked lists of Integers, Floats, Objects, and Strings.
Likewise, it includes support for Stacks of the same data types.
Anyone interested in working with our team feel free to visit our guild and join up. We will not make you hold what you work on with us as a secret. We will not force you to do things for us. We are more a consortium of people helping to make tools for everyone.
That's enough of a plug.
PIPBoy3000/Adam Miller,
I'd love to see what you can do in a module with a script like this. I am sure it will remove some of the fetters you've learned to deal with over time. ;)
PIPBoy3000,
Yeah you could set something up like that fairly quickly with this script. :) I've been thinking of henchmen control as an extension to this but, that's a project further down the trail for me. :)
Very nifty. I was tempted to have a little "old school" gaming along these lines for an upcoming module. The idea would be to control an NPC through an area using "go north", "get lamp", and so on. Fun stuff!
Yeah, we could do some of those things. There is already an intelligence based option for languages. I set it up as a division thing rather than Int Modifier though.
If you set it to 3 then you can learn INT / 3 languages. If you set it to 5 you can learn INT / 5 languages. That should be in the documentation but, I realize it is a lot to take in at first glance so, you may not have gotten that.
I'll add more options in the future. I'll leave it as it is for a bit barring any bugs people discover. That way I can work on getting more GHA planned scripts to compliment this one released.
Posted by Anonymous ( 80.223.xxx.xxx ) at 2005-10-09 23:12:47
I think there should be an option to make learning of languages INT based. It could be like +1 language/2 INT over 10. So character with 18 INT would receive 4 extra languages thus he could speak 5 languages. This could be configurable of course.
Also there could different profeciencies in speaking language. Character could speak language like this for example: a bit (20 % of words)/ mediocre (50 % of words)/ good (75 % of words)/ perfect (100 % of words). Then the script would use a dice to check whether or not the char understood what was told to him in specific language.
Great job so far, congrats!
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