Difference between revisions of "Dialogue Editor"

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Before reading this article it's recommended that you read the [[Dialogue]] article to get a basic understanding of how dialogues work.
 
Before reading this article it's recommended that you read the [[Dialogue]] article to get a basic understanding of how dialogues work.
  
== Dialogue ==
+
== General Dialogue Functions ==
 +
 
 +
=== Set Dialogue Name ===
 +
Command: <code>#name "$"</code>
 +
 
 +
Example: <code>#name "chat_with_villager"</code>
 +
 
 +
Sets the name of the current dialogue to whatever is written in <code>$</code>. This can be used by some other hotspots to start the dialogue.
 +
 
 +
=== Set Number of Participants ===
 +
Command: <code>#participants $</code>
 +
 
 +
Example: <code>#participants 3</code>
 +
 
 +
Sets the number of participants in the dialogue to the number written in <code>$</code>.
 +
 
 +
=== Dialogue ===
 
Command: <code>say # "n" "m"</code>
 
Command: <code>say # "n" "m"</code>
  
== Camera Position ==
+
Example: <code>say 1 "Turner" "Hello, I am participant 1 in the dialogue and my name is Turner."</code>
 +
 
 +
Makes participant <code>#</code> say <code>m</code> while the name tag shows <code>n</code>.
 +
 
 +
=== Waiting ===
 +
Command: <code>[wait 0.3]</code>
 +
 
 +
Put in a say command.
 +
 
 +
=== Wait For Click ===
 +
Command: <code>[wait_for_click]</code>
 +
 
 +
Put in a say command.
 +
 
 +
=== Name Tag Color ===
 +
Command: <code>set_dialogue_color # r g b</code>
 +
 
 +
When the participant with number # says something, their name tag will have the color specified by the float values in r, g and b.
 +
 
 +
=== Voice ===
 +
Command: <code>set_dialogue_voice # i</code>
 +
 
 +
In the menu bar of the dialogue editor, go to ''Edit → Preview Voice'' and click and drag through the slider to preview all the different voices.
 +
 
 +
=== Camera Position ===
 
Command: <code>set_cam tx ty tz rx ry rz</code>
 
Command: <code>set_cam tx ty tz rx ry rz</code>
  
== Character Position ==
+
=== Character Position ===
 
Command: <code>set_character_pos # x y z r</code>
 
Command: <code>set_character_pos # x y z r</code>
  
== Pose ==
+
=== Pose ===
Command: <code>send_character_message # "set_animation \"a\""</code>
+
Command: <code>send_character_message # "set_animation \"$\""</code>
 +
 
 +
=== Eye, Head & Torso Movement ===
 +
Command: <code>send_character_message # "$ x y z s"</code>
 +
 
 +
  set_head_target
 +
  set_torso_target
 +
  set_eye_dir
 +
 
 +
=== Depth of Field ===
 +
Command: <code>send_level_message "set_camera_dof cs cd cg fs fd fg"</code>
 +
 
 +
  cs = Close blur strength
 +
  cd = Anything closer than this value will be blurred
 +
  cg = How gradual the transition for close dof should be, 0 = infinite blur
 +
  fs = Far blur strength
 +
  fd = Anything further than this value will be blurred
 +
  fg = How gradual the transition for far dof should be, 0 = infinite blur
 +
 
 +
=== Fade to Black ===
 +
Command: <code>fade_to_black i<code>
  
== Eye, Head & Torso Movement ==
+
Can be set to 1 or 0. Going from fade_to_black 1 to fade_to_black 0 comes with some visual bugs.
Command: <code>send_character_message # "a"
 
  
== Fading ==
+
== Checkpoints ==
 +
There are a few commands that can be used in dialogues to trigger checkpoints and things like that.
  
== Other Features ==
+
'''TODO: Should we list those functions here too?'''
'''TODO: Add missing features'''
 

Revision as of 13:09, 30 January 2018

This is the technical documentation for the dialogue editor. It's used to create scenes with different camera angles, text and poses. It is commonly used to give context and progress the story in a level.

Before reading this article it's recommended that you read the Dialogue article to get a basic understanding of how dialogues work.

General Dialogue Functions

Set Dialogue Name

Command: #name "$"

Example: #name "chat_with_villager"

Sets the name of the current dialogue to whatever is written in $. This can be used by some other hotspots to start the dialogue.

Set Number of Participants

Command: #participants $

Example: #participants 3

Sets the number of participants in the dialogue to the number written in $.

Dialogue

Command: say # "n" "m"

Example: say 1 "Turner" "Hello, I am participant 1 in the dialogue and my name is Turner."

Makes participant # say m while the name tag shows n.

Waiting

Command: [wait 0.3]

Put in a say command.

Wait For Click

Command: [wait_for_click]

Put in a say command.

Name Tag Color

Command: set_dialogue_color # r g b

When the participant with number # says something, their name tag will have the color specified by the float values in r, g and b.

Voice

Command: set_dialogue_voice # i

In the menu bar of the dialogue editor, go to Edit → Preview Voice and click and drag through the slider to preview all the different voices.

Camera Position

Command: set_cam tx ty tz rx ry rz

Character Position

Command: set_character_pos # x y z r

Pose

Command: send_character_message # "set_animation \"$\""

Eye, Head & Torso Movement

Command: send_character_message # "$ x y z s"

 set_head_target
 set_torso_target
 set_eye_dir

Depth of Field

Command: send_level_message "set_camera_dof cs cd cg fs fd fg"

 cs = Close blur strength
 cd = Anything closer than this value will be blurred
 cg = How gradual the transition for close dof should be, 0 = infinite blur
 fs = Far blur strength
 fd = Anything further than this value will be blurred
 fg = How gradual the transition for far dof should be, 0 = infinite blur

Fade to Black

Command: fade_to_black i<code>

Can be set to 1 or 0. Going from fade_to_black 1 to fade_to_black 0 comes with some visual bugs.

Checkpoints

There are a few commands that can be used in dialogues to trigger checkpoints and things like that.

TODO: Should we list those functions here too?