i want to make a talking npc.but i dont know how?
i think i have to use SAY[,probability]/text am i right?
the easiest thing to do is to use the [xmledit command to create a .npc file, and then spawn a npc with an XmlDialog attachment that loads that .npc file.
You can certainly use the SAY keyword to have npcs say things as well, but if you want to have more interactive dialog, then the .npc approach is best.
i would take a look at the simple quest tutorial that uses [xmledit to set up a .npc file.
i added a normal spawner and spawned a orderguard then [xmledit him and added a xmldialog.make the dialogs.but when i props him there is nothing appears like triggerlevel
i am making this with this tutorial
http://www.ageofdarkstone.com/txt/questtut...st4Dummies.html to look at the xmldialog attachment, use either [xmledit, or you can use the [getatt command which is the general command to access attachments on any object.
When you are finished editing dialog with [xmledit, remember to save your results out to a .npc file so that you can load it in again later, otherwise if you respawn the npc, the dialog will be lost.
no i made the xmledit it works fine i make the text entries bla bla but i am goint to test it now in the tutorial he says "The reason for this is because all NPC dialogs react by default to characters with the access level of "Player". To remedy this problem we use the command [props on the NPC and then change the TriggerAccessLevel to "Administrator". This way we can test the dialog with an Admin character and the NPC will react as if you were a player character." but i didnt find triggeraccesslevel when i props the npc
only xmlquestnpcs have those properties. If you add dialog to other items or npcs then you need to access the XmlDialog attachment directly to modify those settings. You can use [getatt and target the npc to get access to the attachment properties gump.
I would recommend using the StaffCloak for testing. It is easier than setting the TriggerAccessLevel
Note, that there is no problem in adding dialog to random npcs like your guards. It will work just as well as if you had used a xmlquestnpc.
Once you have created dialog using [xmledit and have saved it out to a .npc file, then you can automatically have that dialog loaded up when you spawn something by using a spawn entry like
orderguard/ATTACH/xmldialog,yournpcfilename
You can take a look at the dialog.xml or keypad.xml examples in xmlextras
eheh ok you answered it thanks artegordon!
orderguard/ATTACH/xmldialog,yournpcfilename
i make it off but he stays there.i want to actiavte and appear it when the players come (not automaticly by manual with my hand)
if you want the spawn to be triggered by a nearby player, look in the How to section at setting up player-triggered spawns.
arte how can i change the hue of the dialog text?
you can set the SpeechHue property on the npc.
ok thanks and final question is i set the dialog about 5 different sentences but npc says them very very quickly.how can i give some time between them?
by default, the delay between phrases is calculated based on the length of the phrases.
You can change the overall speed by decreasing the SpeechPace value in the [xmledit gump.
delayinsecs = speechlength/speechpace + 1
You can also set the PrePause (delay before speaking) and Pause (delay after speaking) values for individual entries. The value of -1 just uses the calculated default delays.