This is a stand-alone complete language system based off of those found in the DMFI and SIM Tools.
While both of those systems are very useful, they're 'too much' for the PW I do the scripting for. We basically only use the widgets to allow players to speak languages. We don't use the other parts of these systems.
Nor do we care for the auto-emotes included in those packages. We just want language functionality.
Now that 1.69 is out, I decided to eliminate the need for The Voice listener entirely on our server. Since I wrote this anyway, I thought I may as well share it. Anyone could have done this, but I hope someone may find this useful.
This can also be used as an entirely self-contained language system (with 81 languages) for those who don't want the implementation and configuration hassles with the DMFI or SIM Tools.
If you want the full packages, check out the updated 1.69 DMFI beta package or SIM Tools.
The scripts needed for the language system. Simply import into your module, they will not overwrite anything (ignore the 'missing resource' complaint.) Full install instructions are in the include file pjr_chat_inc. Bugfix.
Posted by Khuzadrepa at 2010-06-21 16:26:44 Voted 10.00 on 08/11/08
The problem DM_Kismet is experiencing with DMs not understanding the translation seems to stem from the fact that the script is using GetFirst/NextObjectInArea, which seems to exclude DM avatars. To fix it, I added an additional check that looped thru the PCs using GetFirst/NextPC, checked to see if they were DMs, and in the same vicinity using locations, and sent them the translation. Worked like a charm!
Also, a tip if someone needs to optimize this, you could use a GetFirst/NextObjectInShape using a sphere, with sizes of 20.0 meters for Talk and 3.0 meters for Whisper, instead of the GetFirst/NextObjectInArea (which could get costly.)
As I said before, this is an excellent conversion, and with a few tweaks, it's working splendidly for me!
Posted by PlayaCharacter at 2009-10-11 18:46:42 Voted 10.00 on 10/11/09
This is exactly what I need. Thank you for saving me a ton of work.
DM_Kismet, it seems like you just need to equip each DM with a container that has all the widgets for the languages you use on your module inside. It's not like weight is a problem.
Posted by CAP 9fires at 2008-12-22 14:50:14 Voted 10.00 on 12/22/08
I don't suppose you got a handy way to distribute these do you?
Posted by jdeavila at 2008-11-16 21:29:21 Voted 10.00 on 11/16/08
Awesome...been waiting to get something like this for a long time!!
One problem though...I can get all the Event scripts to work except the On activate one: My script blending skills can't seem to cut the blend on this one with my own script...there is a conflict...telling me Parrsing variable some such error...here is my e-mail:
can you please help me...send me an e-mail and I will send you my script and you can tell me what I'm doing wrong here. _________________________ Imtherealthing
Posted by DM_Kismet at 2008-10-02 21:43:40 Voted 9.75 on 10/02/08
Really love the system. We do seem to be having a problem I hope you can help with. The DMs can't understand what's being said. Can you give any suggestions of how to correct this? It would be really appriciated. Thanks so much!
Posted by Khuzadrepa at 2008-08-11 19:29:52 Voted 10.00 on 08/11/08
Excellent work on converting and putting this together! I also have to give you credit for keeping this as a standalone package, which makes it SO much easier to integrate when you don't need the other functions that might be unnecessary for a project, as it was for yours.
Thanks so much for this!
No worries. No one is born knowing this stuff and it can be arcane. Yes, essentially what you described is what the system is. You use the widget and anything you type will appear in the language of your choice. The only people that will be able to understand it are those with a matching widget. Up to you to figure out some system of distributing the widgets.
Sorry to be such a noob, but I'm not familiar with DMFI or SIM. Could you explain what this system does? I am thinking that it provides a way to have various languages (elven, goblin, whatever) and that a PC can only understand it if they can speak that language. If I am way off, could you explain it to me? Thanks!
I'll double check the processing functions. Thank you for the feedback.
Posted by slink at 2008-08-06 09:52:54 Voted 9.75 on 08/06/08
This is a very nice conversion. You do need to change the limits in some of the Process functions where you have string length < 1 rather than < 0. You have changed it on many, but not on all. Elven is one example where it has not been changed. I discovered this when I tested the name of one of my PCs, whose name means "reborn" in Elven. It came back as Mafem rather than Mafeml.
Posted by Saduj at 2008-08-03 23:18:08 Voted 10.00 on 08/03/08
Posted by Calvinthesneak at 2008-08-03 17:03:25 Voted 10.00 on 08/03/08
Language system using OnChat functions, sounds good to me. Now given I'm seeing the effects of these in action already, I can tell you they are very useful.
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