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[Denied] Suggestion about the NPC conversation system

+9
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[Denied] Suggestion about the NPC conversation system Empty [Denied] Suggestion about the NPC conversation system

Post by QaisAla Mon Jul 16, 2018 1:42 pm

Not all of you tested this system while some of you did and they got really disappointed, you would be surprised because that's one of my ideas Angel liked the idea but he copy it wrong.

Things needs to be changed:

1) This one makes me peed off, WHY THE HECK WE CAN PUT THE CONVERSATION UP TO 5 NPCS? WHY? can you increase the index from 0 - 4 to 0 - 99?
What happens if the player adds around 100 NPC's in his prop and he want all the npc to talk? + for those who made a realistic RPG props like the one in my prop 50, prop 175? so hopefully this will be changed.

2) there's a command called /setconversationtrigger which this command has a 3 trigger modes for the conversation simply called 1,2,3.

1: Triggers the conversation to the whole property.

2: When the NPC attack the player.

3: When the player gets closer to the NPC.

1 and 2 they aren't bad, but 3 is bullshit, according to Angel's "Quick maths and physics shit" the distance between you and the NPC around 50 meters (WHICH I TEST IT IN EMPTY PROP IT STARTS AT THE STADIUM ROOF AND IT ENDS AT HALF STADIUM ROOF BULDING), that's bullshit so my idea is add a command for conversation distance for those who put the trigger at 3.

"Command" /setconversationdistance <Coversation index> <Distance>

Example: /setconversationdistance 0 10 so the distance of the conversation around 10 meters.

In conclusion:

1) Increase the conversation index with /createconversation.

2) give us a command for the conversation distance for those who put the trigger mode at 3.

Hope you like my ideas and hopefully that this idea will be added in the next patch.
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[Denied] Suggestion about the NPC conversation system Empty Re: [Denied] Suggestion about the NPC conversation system

Post by =SdS=Celestia Mon Jul 16, 2018 4:01 pm

+1
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[Denied] Suggestion about the NPC conversation system Empty Re: [Denied] Suggestion about the NPC conversation system

Post by LOGiC ™ Mon Jul 16, 2018 6:25 pm

+1
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Post by Zak. Sat Sep 15, 2018 3:00 pm

Plus 1
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[Denied] Suggestion about the NPC conversation system Empty Re: [Denied] Suggestion about the NPC conversation system

Post by 3more Sat Sep 15, 2018 3:13 pm

+1 Would Be Good

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Post by Los Sat Sep 15, 2018 3:25 pm

+1
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Post by Pavonis Sat Sep 15, 2018 4:41 pm

I think the trigger mode 3 works with 1 or 2 distance (default). Anyway, having a opportunity to change the distance would be great. +1.
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Post by Killer_King Sat Sep 15, 2018 10:20 pm

+1
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[Denied] Suggestion about the NPC conversation system Empty Re: [Denied] Suggestion about the NPC conversation system

Post by ZeroN Sun Sep 16, 2018 6:02 am

+1

OFF-topic : I even don't know how to add conversation can anybody help me?
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Post by Zak. Sun Sep 16, 2018 9:27 am

Force wrote:+1

OFF-topic : I even don't know how to add conversation can anybody help me?
I also xd
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Post by IceBlood Sun Sep 16, 2018 10:58 am

+1
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[Denied] Suggestion about the NPC conversation system Empty Re: [Denied] Suggestion about the NPC conversation system

Post by Chuck Norris Mon Sep 17, 2018 11:59 am

QaisAla wrote:Not all of you tested this system while some of you did and they got really disappointed, you would be surprised because that's one of my ideas Angel liked the idea but he copy it wrong.

Things needs to be changed:

1) This one makes me peed off, WHY THE HECK WE CAN PUT THE CONVERSATION UP TO 5 NPCS? WHY? can you increase the index from 0 - 4 to 0 - 99?
What happens if the player adds around 100 NPC's in his prop and he want all the npc to talk? + for those who made a realistic RPG props like the one in my prop 50, prop 175? so hopefully this will be changed.

2) there's a command called /setconversationtrigger which this command has a 3 trigger modes for the conversation simply called 1,2,3.

1: Triggers the conversation to the whole property.

2: When the NPC attack the player.

3: When the player gets closer to the NPC.

1 and 2 they aren't bad, but 3 is bullshit, according to Angel's "Quick maths and physics shit" the distance between you and the NPC around 50 meters (WHICH I TEST IT IN EMPTY PROP IT STARTS AT THE STADIUM ROOF AND IT ENDS AT HALF STADIUM ROOF BULDING), that's bullshit so my idea is add a command for conversation distance for those who put the trigger at 3.

"Command" /setconversationdistance <Coversation index> <Distance>

Example: /setconversationdistance 0 10 so the distance of the conversation around 10 meters.

In conclusion:

1) Increase the conversation index with /createconversation.

2) give us a command for the conversation distance for those who put the trigger mode at 3.

Hope you like my ideas and hopefully that this idea will be added in the next patch.

Sorry I haven't replied to this before, it's mostly because I got tired of the conversation system.

1) It's about the database man. Each index requires one column. There are only 9 dialogues in each conversation. If you want 100 NPCs to talk to each other you can make multiple conversations and connect them through /setconversationaction.

2) I believe it was 200 before and I put it to 50. But 50 is pretty close to the talking distance. I can make sure it's the exact same distance as /talk though.

Not that interested in the conversation system as I said, I think the system is too complex and is still too limited at this point.
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[Denied] Suggestion about the NPC conversation system Empty Re: [Denied] Suggestion about the NPC conversation system

Post by Pavonis Mon Sep 17, 2018 3:50 pm

Chuck Norris wrote:
QaisAla wrote:Not all of you tested this system while some of you did and they got really disappointed, you would be surprised because that's one of my ideas Angel liked the idea but he copy it wrong.

Things needs to be changed:

1) This one makes me peed off, WHY THE HECK WE CAN PUT THE CONVERSATION UP TO 5 NPCS? WHY? can you increase the index from 0 - 4 to 0 - 99?
What happens if the player adds around 100 NPC's in his prop and he want all the npc to talk? + for those who made a realistic RPG props like the one in my prop 50, prop 175? so hopefully this will be changed.

2) there's a command called /setconversationtrigger which this command has a 3 trigger modes for the conversation simply called 1,2,3.

1: Triggers the conversation to the whole property.

2: When the NPC attack the player.

3: When the player gets closer to the NPC.

1 and 2 they aren't bad, but 3 is bullshit, according to Angel's "Quick maths and physics shit" the distance between you and the NPC around 50 meters (WHICH I TEST IT IN EMPTY PROP IT STARTS AT THE STADIUM ROOF AND IT ENDS AT HALF STADIUM ROOF BULDING), that's bullshit so my idea is add a command for conversation distance for those who put the trigger at 3.

"Command" /setconversationdistance <Coversation index> <Distance>

Example: /setconversationdistance 0 10 so the distance of the conversation around 10 meters.

In conclusion:

1) Increase the conversation index with /createconversation.

2) give us a command for the conversation distance for those who put the trigger mode at 3.

Hope you like my ideas and hopefully that this idea will be added in the next patch.

Sorry I haven't replied to this before, it's mostly because I got tired of the conversation system.

1) It's about the database man. Each index requires one column. There are only 9 dialogues in each conversation. If you want 100 NPCs to talk to each other you can make multiple conversations and connect them through /setconversationaction.

2) I believe it was 200 before and I put it to 50. But 50 is pretty close to the talking distance. I can make sure it's the exact same distance as /talk though.

Not that interested in the conversation system as I said, I think the system is too complex and is still too limited at this point.
Wait, what? It response on 50 distance? How the hell? In /cop when there is going to be a conversation start I gotta like rub with his body to make him start. Does that count as 50 distance or what lol?
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[Denied] Suggestion about the NPC conversation system Empty Re: [Denied] Suggestion about the NPC conversation system

Post by Chuck Norris Mon Sep 17, 2018 4:27 pm

Pavonis wrote:
Chuck Norris wrote:
QaisAla wrote:Not all of you tested this system while some of you did and they got really disappointed, you would be surprised because that's one of my ideas Angel liked the idea but he copy it wrong.

Things needs to be changed:

1) This one makes me peed off, WHY THE HECK WE CAN PUT THE CONVERSATION UP TO 5 NPCS? WHY? can you increase the index from 0 - 4 to 0 - 99?
What happens if the player adds around 100 NPC's in his prop and he want all the npc to talk? + for those who made a realistic RPG props like the one in my prop 50, prop 175? so hopefully this will be changed.

2) there's a command called /setconversationtrigger which this command has a 3 trigger modes for the conversation simply called 1,2,3.

1: Triggers the conversation to the whole property.

2: When the NPC attack the player.

3: When the player gets closer to the NPC.

1 and 2 they aren't bad, but 3 is bullshit, according to Angel's "Quick maths and physics shit" the distance between you and the NPC around 50 meters (WHICH I TEST IT IN EMPTY PROP IT STARTS AT THE STADIUM ROOF AND IT ENDS AT HALF STADIUM ROOF BULDING), that's bullshit so my idea is add a command for conversation distance for those who put the trigger at 3.

"Command" /setconversationdistance <Coversation index> <Distance>

Example: /setconversationdistance 0 10 so the distance of the conversation around 10 meters.

In conclusion:

1) Increase the conversation index with /createconversation.

2) give us a command for the conversation distance for those who put the trigger mode at 3.

Hope you like my ideas and hopefully that this idea will be added in the next patch.

Sorry I haven't replied to this before, it's mostly because I got tired of the conversation system.

1) It's about the database man. Each index requires one column. There are only 9 dialogues in each conversation. If you want 100 NPCs to talk to each other you can make multiple conversations and connect them through /setconversationaction.

2) I believe it was 200 before and I put it to 50. But 50 is pretty close to the talking distance. I can make sure it's the exact same distance as /talk though.

Not that interested in the conversation system as I said, I think the system is too complex and is still too limited at this point.
Wait, what? It response on 50 distance? How the hell? In /cop when there is going to be a conversation start I gotta like rub with his body to make him start. Does that count as 50 distance or what lol?

You don't have to rub with his buddy. It's the timer I use. If I increase the timer it will cause more lag. You can just stand still for 1-2 seconds infront of an NPC and they see you. Sometimes in the cop job I made the distance smaller than 50 meters so you can't trigger them by accident.
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[Denied] Suggestion about the NPC conversation system Empty Re: [Denied] Suggestion about the NPC conversation system

Post by VK.Angel.OfDeath Sun Mar 22, 2020 4:30 pm

This system was very poorly designed on my part and suck balls to be honest. I plan to maybe remove it or re-use this system just to make dialogues using pickups. This would save people like Whome like 30-40 pickups per conversation and allow for more of them. But for now this one is denied.

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