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Torque 3D and Voices for NPCs? Content Packs?

by Ranger McCoy · in Torque Game Engine · 05/28/2009 (9:46 am) · 2 replies

I am looking to build a very typical FPS where the NPC enemy players have voices and say things, which get louder as the player gets closer.

What would be the best way to add voices to NPC enemies, controlled by AI?

Also, do the old contehnt packs work in Torque 3D?

Thanks!

You can also contact me at:
rangermccoy@gmail.com
as I have funding to build the game and would love to pay for some assistance.

#1
05/28/2009 (11:12 am)
I suppose you could set up voices much in the same way you would set up a library of canned chat dialogue text -- and resources exist for those. Have the different audio phrases set to be only played only under certain circumstance and have some that are just randomly played. Any 3d sound method would work I would suppose... though you would need some way of dynamically assigning a position for audio emitters if those are used, especially if your NPC moves around. It may be easier to simply play the predermined sound profile through a simple serverPlay3D(%sound, %obj.getTransform()); call with %obj being the NPC that is speaking.

The question about content pack depends entirely on the pack in question. Some of the old (as in pre TGE 1.52) interiors content won't be compatible unless they are re-exported. Most any other model/mesh (.dts) should work. Much of the scripting is till the same (may have to make a few minor adjustments). But the tricky part are those packs that make C++ code changes. If the pack is compatible with TGEa then the liklihood is greater that it can be used in Torque 3D with fewer porting problems.
#2
05/28/2009 (12:46 pm)
Thanks!

What would be the best minimal mod or content to start with?

Could I do all of the following in Torque 3D without any additional content packs?

"I suppose you could set up voices much in the same way you would set up a library of canned chat dialogue text -- and resources exist for those. Have the different audio phrases set to be only played only under certain circumstance and have some that are just randomly played. Any 3d sound method would work I would suppose... though you would need some way of dynamically assigning a position for audio emitters if those are used, especially if your NPC moves around. It may be easier to simply play the predermined sound profile through a simple serverPlay3D(%sound, %obj.getTransform()); call with %obj being the NPC that is speaking."

What would be the best minimal mod or content to start with?