TGEConEd - Torque Conversation Editor
by Stefan Beffy Moises · 12/03/2002 (8:25 am) · 7 comments
Some features:
- create/edit/save any number of conversation files
- associate dialog sequences with sound files
- supports basic dialogs and multiple choice dialogs with unlimited number of answers
- "live-editing" of conversation files, conversations are updated without restarting the engine
- support for multiple trigger events
- conversations can be started/stopped based on the FOV of the NPC
- "personalization": you can use the vars and , they are replaced in the in-game dialogs with the "real" names then
- you can also cross-link words/phrases to jump to another dialog sequence, or you can specify an 'explanation link' which then pops up a sub-sequence with the explanation text in the upper right corner of the GUI - this explanation is just a normal conversation sequence and you can use the editor to create/edit it, of course
- you can specify an image for the current NPC in the GUI
- you can specify function names and parameters instead of text answers now, too, and start custom actions if the player selects specific answers in a multiple-choice dialog
- a history feature which lets you scroll through all previous dialogs...
- a basic objectives/condition system which lets you specify certain conditions/objectives that must be reached by the player before a certain dialog sequence is played - you can change the status of objectives by calling setCondition("magicKeyFound","true"); in-game, e.g.
Check out further details here: tork.beffy.de/tutorials/tgeconed/TGEConEd_v1.0.php
or download your copy here: tork.beffy.de/modules.php?op=modload&name=Downloads&file=index&req=viewsdownload...
- create/edit/save any number of conversation files
- associate dialog sequences with sound files
- supports basic dialogs and multiple choice dialogs with unlimited number of answers
- "live-editing" of conversation files, conversations are updated without restarting the engine
- support for multiple trigger events
- conversations can be started/stopped based on the FOV of the NPC
- "personalization": you can use the vars
- you can also cross-link words/phrases to jump to another dialog sequence, or you can specify an 'explanation link' which then pops up a sub-sequence with the explanation text in the upper right corner of the GUI - this explanation is just a normal conversation sequence and you can use the editor to create/edit it, of course
- you can specify an image for the current NPC in the GUI
- you can specify function names and parameters instead of text answers now, too, and start custom actions if the player selects specific answers in a multiple-choice dialog
- a history feature which lets you scroll through all previous dialogs...
- a basic objectives/condition system which lets you specify certain conditions/objectives that must be reached by the player before a certain dialog sequence is played - you can change the status of objectives by calling setCondition("magicKeyFound","true"); in-game, e.g.
Check out further details here: tork.beffy.de/tutorials/tgeconed/TGEConEd_v1.0.php
or download your copy here: tork.beffy.de/modules.php?op=modload&name=Downloads&file=index&req=viewsdownload...
#2
this is Dieter from hamburg. Looking for an experienced torque-dev.
We purchased Torque this week and so we are really newbees. Would you like to set us running with torque? We are planning a new project and we want to use torque our engine. You may send me and email under dieter@pixon.de
greetings
09/29/2003 (7:28 am)
Hi Stefan, this is Dieter from hamburg. Looking for an experienced torque-dev.
We purchased Torque this week and so we are really newbees. Would you like to set us running with torque? We are planning a new project and we want to use torque our engine. You may send me and email under dieter@pixon.de
greetings
#3
I am unsure how to specify which conversation is played after having already spoken once. It seems like once I talk to the NPC whenever, the next time I talk it plays the default "leave me alone" conversation.
I want the first conversation to play unless a condition has been met. Let's say I talk to the NPC and he says "Go get the medalion and bring it back." Then I talk to him again and he says "Did you bring the medalion?" untill I give him the medalion. After giving the medalion he says "You already brought me the medalion, thanks".
Is this possible and if so, how do I do it.
Thanks
02/06/2004 (3:53 pm)
I am using the TGEConEd 1.0 resource you made and have a few questions. I read the docs at the tork zenkal website before posting.I am unsure how to specify which conversation is played after having already spoken once. It seems like once I talk to the NPC whenever, the next time I talk it plays the default "leave me alone" conversation.
I want the first conversation to play unless a condition has been met. Let's say I talk to the NPC and he says "Go get the medalion and bring it back." Then I talk to him again and he says "Did you bring the medalion?" untill I give him the medalion. After giving the medalion he says "You already brought me the medalion, thanks".
Is this possible and if so, how do I do it.
Thanks
#4
04/13/2004 (8:11 pm)
Is this resource mirrored anywhere else since I'm getting dns errors trying to follow the links?
#5
04/13/2004 (10:42 pm)
Fixed the links :) I should probably rewrite this thingy one day, but it should still work I guess... there was another Conversation Editor in the resources, too, btw.
#7
02/03/2007 (9:25 am)
hey. the link doesnt work. 
Torque Owner Erik Madison