Freedom Reborn Archive

Freedom Force Forums => Scripting Forum => Topic started by: BatWing on July 05, 2007, 01:49:47 PM

Title: police example in ffx
Post by: BatWing on July 05, 2007, 01:49:47 PM
hey i was messing around on what the police would say and then i saved
but when i was playing it it didn't show any head nifs
just shows what i typed in on the left side
Title: Re: police example in ffx
Post by: catwhowalksbyhimself on July 05, 2007, 04:13:02 PM
So...how do you expect us to help if you don't post for us what you did.
Title: Re: police example in ffx
Post by: wickerman on July 05, 2007, 04:35:46 PM
are you using the standard cops from FF or your own versions - possibly with different meshes?
Title: Re: police example in ffx
Post by: GogglesPizanno on July 05, 2007, 05:51:31 PM
Did you update the text in the Captions.txt file and regenerate it?
I don't think you can see the talking heads without doing that.
Title: Re: police example in ffx
Post by: Lunarman on July 06, 2007, 01:58:28 AM
Have you added the head nifs to the resource tab fo FFedit? That is most likely your problem :)
Title: Re: police example in ffx
Post by: GogglesPizanno on July 06, 2007, 08:37:58 AM
I think we are all making this too complicated.

The police example is done in EZScript.
There shouldn't need to to be anything added to the resource tab.
If there is a head.nif for the character it will use that.
If not, it will use the portrait image.

I think the only issue is that when you script dialogue in EZScript, if there are no entries for that text in the "captions.txt" file and generated, it will just display the text in a box (as he said is happening) I'm almost certain if you add the dialogue to captions.txt and then regenerate the language dats, it will work.

I thought that latest version of EZScript had a parameter that you chould change in one of the python files that would automatically generate these strings for you so you didn't have to do it manually. Unfortunately Im at work so I cant check right now.
Title: Re: police example in ffx
Post by: BatWing on July 06, 2007, 11:09:14 AM
Quote from: GogglesPizanno on July 05, 2007, 05:51:31 PM
Did you update the text in the Captions.txt file and regenerate it?
I don't think you can see the talking heads without doing that.

regenerate it?

cause i found the policeexample txt file and then i saw the police and what would they say and stuff and i typed in different things to it.
Title: Re: police example in ffx
Post by: catwhowalksbyhimself on July 06, 2007, 02:13:08 PM
Yes, the game does not use the text file.

It uses the .dat file. You have to go into FFEdit and click the "compile strings" button to turn the text file into a .dat file.
Title: Re: police example in ffx
Post by: M25 on July 06, 2007, 03:31:44 PM
Yep, if you want the talking heads to appear after you make a change to the story, you have to run the 'generate captions' rumble room mission, and then open up FFEdit and compile the strings.  The docs for FFX 3.2 explain how to do it.

Title: Re: police example in ffx
Post by: BatWing on July 06, 2007, 08:05:23 PM
oh i see now
let me try that out