CONVERSATIONS|
One
of the greatest features in the Thief world is the interaction between
ai's, namely conversations. Table on the right is the entire list of conversations
in T2, taken from the schema file. Each conversation now has ALL the narrative of the conversations. These are colour coordinated each actors line is a different colour, RED is always female.Also a list of the Motion tags for
making ai's more realistic with motions and gestures during a conversation.
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//c0102 - Jen & Basso meet. schema bas0102B |
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Create 2 Ai's. Now we need to link
the conversation to the actors. |
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Next thing
is to actually have lines in the conversation. |
"
schema sv20503A archetype AI_CONV sv20503A schema_voice vserv2 1 c0503 (LineNo 1 1) " |
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next step is for ActorTwo. Easy to see the pattern that follows : Step 02 will be ActorOne, Step 03 will be ActorTwo and so on right up to Step 06. If you look at this Conversation on Miss05 you'll note there are 7 lines in the conversation. So that's 7 steps for the entire conversation. You can also add motions with argument 3: Conv# |
"schema
ex20503B archetype AI_CONV ex20503B schema_voice vextra2 1 c0503 (LineNo 2 2) " |
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Example I've been using is only for speech, but there is a whole lot of stuff that can be done with conversations. To the right is a pic of step 07 that adds the metaproperty M-Does Patrol thus sending them off on patrol after they have finished speaking. I'm sure the OM's have this kind of setting in step 00 instead of at the end. I'm not changing it now ! Thing to watch out for in conversations is the actors Voice. Conversations are set for specific voices. The conversation lists has the schema_voice needed for each actor. So if you are using an ai with the wrong voice you can click on the ai's properties and change the voice via Add>Speech>Voice .
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There are quite a few setting you can fiddle about with. Personally I've really only used the Play sound/motion action
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Create a Marker and rename it , and add appropriate scripts and AIConversation link FROM the conv marker to the 2 Actors. The guard will now run to the second patrol point Conversation has 2 Actors , 2 patrol points, 2 markers,
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AiWatchObject settings are self explanatory , this basically lets the guard press a button linked to a teleport trap, hey presto, he's gone
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Ghosts I have a conversation where Actor 3 is a Pagan Ghost.
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