A logical continuation of dynamic opinions, this feature allows mercs to talk to each other whenever something changes their opinion on each other. For example, if Fidel shoots a civilian, another merc might object to that. Fidel can then either admit his guilt or deny it - at which point other mercs can interject and voice their opinion. These reactions can then influence opinions further. If an IMP takes part in this, the player can even choose in what direction you want to move this talk, but only has a short time for this (this is inspired by Alpha Protocol, which has the most awesome dialogue an relationship system ever in an action game). :laugh:
Observe:
Note that the outcomes are different depending on how we choose.
Ini settings:
[Dynamic Dialogue Settings]
;******************************************************************************************************************************
; In this section you can specify wether mercs talk to each other
;******************************************************************************************************************************
; if DYNAMIC_OPINIONS is TRUE, mercs will comment on each other.
; This can happen whenever something influences their relationship
; Mercs will accuse each other of doing something - or compliment them. Other mercs can then react and choose answers
; depending on their relations and personality
; If an IMP interejcts, the player has a short time to select the kin of response he wants to give.
DYNAMIC_DIALOGUE = FALSE
; the dialogue boxes will stay on for x milliseconds
DYNAMIC_DIALOGUE_TIME_OFFSET = 3000
A few noteworthy points:
This feature is OFF by default,as it might be a bit irritating.
Dialogue will play in tactical and strategic (but not if the sector inventory is open).
An IMP can decide to say nothing, side with one of the two argument sides, or decide to stop the talk with a reasonable or an aggressive approach. The last two are somewhat Mass Effect-inspired.
What kind of statement a merc gives is influenced by his opinion on other people in this dialogue and his personality.
If you load a savegame before a chain of dialogue events is finished, the dialogue will start anew. Stopping the game or disabling saving/loading would break game flow to much. As a sideeffect, you cannot avoid dialogue by smart saving.
At the moment the dialogue is hardcoded. It might be moved to xml, but I'm not looking forward to it - this already requires A LOT of text. Merc-specific text would require metric fucktons of dialogue. :heavy:
The dialogue boxes are independent of the usual dialogue boxes. The current system does not handle multiple boxes well, an is simply inadequate to my needs here.
Known issues: In strategic, the lower messagebox flickers. in tactical, the screen flickers when moving while dialogue plays. Both are related to the constant screen refreshing this requires, and I haven't found a fix yet.
No sound, because how the frell would I do that? :/
As of r7298, pressing 'ESC' in tactical fast forwards the dialogue boxes (just like it fast forwards the normal dialogue). This is helpful if you just want the stuff to be over with
I expect that the community might have quite a few suggestions for this, so changes might be more than usual. This can be expanded a lot, I think, but let' see some feedback first.
This has been added to the trunk in r7297 and GameDir r2059. It is savegame compatible.
Edit 1: As of r7298, pressing 'ESC' in tactical fast forwards the dialogue boxes (just like it fast forwards the normal dialogue). This is helpful if you just want the stuff to be over with
Wow, this looks interesting. This feature adds one of the missing aspects of team work that could lead to a lot more immersion. I like dialogue more than just a text message at the bottom of the screen that some opinion has changed.
@Hanakin: I currently use statements for several parts of a conversation. For the sake of clarity, lets define the merc that begins a conversation as victim, the merc he complains about (the one who did something) as cause and any other mercs that interjects in the dialogue as interjector. We then have the following dialogue parts:
victim complains about other cause, beginning the dialogue
cause denies accusations
cause admits to accusation
interjector dialogue selection (IMP-only)
interjector agrees with victim
interjector disagrees with victim
interjector agrees with cause
interjector disagrees with cause
interjector appeals to reason
interjector agressively shuns both parties
victim agrees with interjector
victim disagrees with interjector
cause agrees with interjector
cause disagrees with interjector
someone else dies with victim
someone else dies with cause
One of the problem is that meaningful dialogue requires the lines to work with each other. If one just wants to use generic lines, then this won't look like a conversation. Example:
Victim complains about cause earning so much: "How can $CAUSE$ earn this much? It's not fair!"
Cause rebutes this: "Dream on, $VICTIM$. I'm worth every penny, and you know it!"
Another merc shares victim' sentiment: "I was gonna' point that out, too!"
Interjector denies victim's claim: "Quit whining about the money, you get more than enough yourself!"
Victim tells interjector to shut it: "This is none of your business."
#3 an #5 are selected somewhat randomly, the others are used for that specific event. We currently have ~30 events, an I haven't even begun adding new opinion events that were suggested in the thread. The problem is thus that if you create a specific line for a specific merc, it has to fit into the existing dialogue, which might not always be easy.
Also, I have to determine what kind of xml structure I want, an I still want to see wether other requirements arrive.
@Taro: If more than one IMP is available, one will be selected at random. Note that the availabilty depends on the event. E.g. if a merc complains about another merc slowing down the squad, only people in that squad can interject in the conversation, while a conversation is open to everyone.
Do you even do anything else in your life than creating awesome new features for 1.13?
How about you go join Full Control and inject your talent and manpower into JA:F development, we might actually get a much better game released sooner!
Anyways, very cool feature that can greatly improve RPG aspects, but will need a metric fuckton of content work to make it truly worthwhile, as basically every Merc now some general dialogue and answers for most situations, but also many character specific lines with appropriate reactions from everyone and that somewhat dynamically branching.
Sounds like a few months to a year worth of work for quite a few dialogue writers!
So this feature should definitely be optional.
Anyways, keep going strong Flugente, it seems like you are the main one keeping this project alive and progressing atm.
One of the problem is that meaningful dialogue requires the lines to work with each other. If one just wants to use generic lines, then this won't look like a conversation.
So, I presume that if I have 6 IMP's only in the team, then they will complain at each other like normal mercs and I can inject myself into their conversation with other randomly chosen IMP. Is that correct?
- The dialog for using a medkit on an injured merc seems to be relaitvely static, with no variation. Considering that bandaging is something done very, very often, I highly recommend you add in some additional variations or (if you want to be lazy) insert a random number generator check to prevent the dialog from running too many times.
- When using High Speed Timer, dialog flips by without being able to be read. If you could add in a check for 'Auto-Speed Up Turns' option and multiply the miliseconds value by 3 or 5, that might allow for it to stay on screen long enough to be read.
( Alternatively, you could tie it into the 'Pause Dialog Boxes' option where a mouse click must be detected before progressing. )
@RunAwayScientist: At the moment there is no variation. There might be some once I've added xmls.
What are your timer settings? I can't reproduce it. I can't deduct the influence it either, as timer stuff is some seriously fucked up code. :computer2:
Do you take donations? JA2 1.13 is the only game I cannot stop playing and you keep making it better and better! I dread the day you stop developing new features but until then THANK YOU!
Tried the dynamic dialogue and was getting attacked with artillery strikes from a radio set. My Squad is accusing some mercs for the strike just because the strike happens at the start of the player phase although they didn't do anything. Needs to be sorted out.
Do you take donations? JA2 1.13 is the only game I cannot stop playing and you keep making it better and better! I dread the day you stop developing new features but until then THANK YOU!
PS: Seriously, do you take donations?
That is very nice of you, thank you!
However, donations are a tricky issue - the community has always provided content for free, and I would feel uncomfortable if I suddenly took donations for my personal use - the community grew on everybody doing stuff fro free, and that should not change. Shanga has said that he does plan some sort method to introduce the possibility of donations into the community in the as-of-yet unspecified future, so this might be possible in the future.
For now, If you want to donate, I would rather point you to a good cause like http://www.icrc.org/eng/donations/ . They'll put money to a much better use than I do :spend: :rulez:
@Zarax: That was fixed in... don't remember, but it is fixed by now
@Soto: The idea is that they accuse you for leading them into a bad situation that might have gotten people killed. Wether or not they did is irrelevant, if people want a scapegoat, they'll find one :pitchfork:
Messages:36
Registered:March 2009 Location: Qingdao, China
would really like to turn this feature off...it's pretty annoying. I'm using 7249 and the value is set at true with no option given to me to set it to false.
Messages:344
Registered:July 2006 Location: France
In Data-1.13\Ja2Options.INI, change DYNAMIC_DIALOGUE = TRUE to DYNAMIC_DIALOGUE = FALSE. I guess it should work.
Problems spotted:
Build 7384 of 8/15
Started a new game, recruited Mitch and Nails.
I went to rebel hideout, spoke to Miguel and when i clicked on "recruit", he talked about Ira, Mitch and Snails had a -2 red number appear each, and a dynamic dialogue started, terminating the dialogue with Miguel and freezing the screen out of the scene. I couldn't see the possible answers, so i clicked by guess and finally managed to end it.
Messages:36
Registered:March 2009 Location: Qingdao, China
"In Data-1.13\Ja2Options.INI, change DYNAMIC_DIALOGUE = TRUE to DYNAMIC_DIALOGUE = FALSE. I guess it should work."
I don't have an .INI file in my Data-1.13 folder...only a notepad doc and I can't find dynamic dialogue in there.
the problem with my .INI file is that it doesn't give me the option to change the value for dynamic dialogue though every other feature has editable option values.
Eh? What did you install? Data-1.13\Ja2Options.INI is one of the most important files ever, and is always present in any SCI.
The dynamic dialogue settings are likely not in the ini editor though. I stopped updating that years ago after nobody seemingly bothered with the thing and never read the descriptions I added.
Messages:344
Registered:July 2006 Location: France
Flugente
Eh? What did you install? Data-1.13\Ja2Options.INI is one of the most important files ever, and is always present in any SCI.
The dynamic dialogue settings are likely not in the ini editor though. I stopped updating that years ago after nobody seemingly bothered with the thing and never read the descriptions I added.
I just want to say i use it ^^
Moreover, Hrvg and i translated every description we found into french. Inieditor lives!
Messages:36
Registered:March 2009 Location: Qingdao, China
Flugente
Eh. Did you perhaps apply the sci on the wrong folder?
hmmm, well I thought I did....I installed JA2 calling that folder JA2 1.13 and then extracted the SCI into that. I have all the data folders but those only contain the notepad files. my exe and INI are in the main directory folder. and that particular INI does not give me an option to change dynamic dialogue though every other feature is changeable.
Messages:17
Registered:June 2009 Location: Finland
Some miscommunication going on? Ja2.ini in the main folder and ja2options.ini in data-1.13 folder are two different ini files. Perhaps one of those notepad files is the ja2options.ini you're looking for?
Yeah, I get the strong impression you are confusing the ini editor application with the ini files which will default to opening with notepad since they are plaintext files with a different extension (which you probably hide anyway).
Messages:36
Registered:March 2009 Location: Qingdao, China
DepressivesBrot
Yeah, I get the strong impression you are confusing the ini editor application with the ini files which will default to opening with notepad since they are plaintext files with a different extension (which you probably hide anyway).
aha! you are right....that's what I'm doing. so if I edit that notepad document then the change will take place, right? I couldn't find the feature the first time I looked through it...will have to try again. thanks!
To get this, get the newest unstable release here, and set both DYNAMIC_OPINIONS and DYNAMIC_DIALOGUE to TRUE.
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.
Well, for simplicity reasons that triggers on any friendly-based damage, not just bullets
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.
What Stax posted above is correct. Dead mercs will be involved in dialog after they die (this is a low-priority, non-game breaking bug). Silly merc, you're supposed to be obliterated by the enemy mortar.
I have a recommendation for an extension to this mod that should be equivalent to a few hours small project. Every X hours a Random Number Generator (RNG) event will run that triggers a casual conversation/dialog between mercs to which the IMP can respond if they are in the same sector. The variables involved are:
; Hours between casual conversation checks between mercs, with the possibility of increasing or decreasing opinions.
; DEFAULT - Five days between checks.
HOURS_RANDOM_CONVERSATION = 120
"%1, did you remember to check your gear today? Don't need your weapon jamming up on us out there."
Reply:
"Yup, it's all good here. Thanks for the heads up, %1."
"You think I'm a rookie, %1? Of course I have, several times! Stop bothering me about it and worry about your own equipment."
IMP:
"%1's gear is set, %2. You don't have to worry about it."
"Yeah, %1, make sure your webbing is tight. We don't want to have to pick up after you in the field."
"Alright, listen up everyone! We're doing a full equipment check. Let's see it, people. Everything goes in a pile until I'm happy we're squared away for the next engagement."
"YES, %1! Everyone's equipment is set and checked, a thousand times over, now shut up about it!"
"Hmm, that's a tough one. Chitzena's pretty much untouched, but Balime might as well be the real tourist destination."
"Look, %1, I'm going home when this is all over so I really could care less."
IMP:
"You know, I'd love to kick some of those rich people out of their houses and live in Balime for a bit, myself. Why wait?"
"Chitzena, of course. Have you seen the beaches there? Gorgeous."
"Both are equally appealing, really. I'll happily extend your pay and contract if you both want to visit."
"It doesn't matter, after we torch both so the army can't use them it'll be nothing but salted ash. Salted with blood."
"I've been in for awhile, retirement isn't coming any time soon. You?"
"Long enough. What's it to you, %1?"
IMP:
"%1's older than my grandmother."
"%1 is greener than Arulcan grass."
"I hired both of you for your impressive tenures, if you must know."
"Be quiet, %1, no one cares."
"Sure, %1. Drink up!"
"Are you being serious? You didn't fill yours when we had the chance? I don't believe it. Go away."
IMP:
"Go on, %1. Give it to them."
"Really, %1? Didn't I give you your own drinks?"
"Sharing is caring, people."
"Hey! Knock it off! If you don't have enough then conserve. We're low on supplies as is."
"Yeah, I heard your stomach. Want some of my rations?"
"You're fat enough already, %1, you could stand to lose some weight. Go eat grass."
IMP:
"%1, give him some of your food already."
"Oh shut up, %1, you've had plenty to eat."
"Right, chow time everyone! Bring what you got!"
"Stow it, both of you. You get what you get and no more. We'll run out of supplies at this rate."
"Oh man, %1, I'm so hungry right now. I could eat one of those bloodcat's raw. Want to go hunting?"
"Sure, be happy to if boss man would let us. Pack the hollow points."
"Are you crazy? Those things would tear us to pieces!"
IMP:
"Sure, %1. Just make sure you bring the right gear and camouflage yourselves well."
"Before you go, %1, you need to check your gear. Leave your armor, it won't stop their claws."
"Hey, I'll go with you! Someone needs to keep you two alive."
"I hope you both get a bad case of cat scratch."
"This is hopeless. Deidrianna is going to win. Despite everything, she still has every advantage."
"Slow down, %1. Have you seen the things she's done to the people in this country? It doesn't matter how hard you think it is, tyranny like that MUST be stopped."
"Yup. We're all going to die. I'm never going to see my country again."
IMP:
"Yeah, you're right %1. Things are going terribly."
"I don't know what %1 is thinking, %2. We're so close to making real progress."
"You can't be thinking of quitting now! We're so close to finally making real headway. You've worked so hard for this moment!"
"Not if I kill you both first for yapping out of turn. Shut up."
"Hey, %1. Just so you know, I've got your back out here when the bullets start flying."
"Appreciate it, %1. That means a lot to me."
"Great, just don't expect me to drag your fat ass out of the fire."
IMP:
"That's exactly the sort of attitude this team needs, %1."
"You should be happy to hear that %1, you've got a Guardian Angel now."
"I've got your backs as well, %1 and %2."
"Aww, having some quality time, %1 and %2? That's so cute."
"Pft. Amateurs. This entire outfit is amateurs. I was expecting to work with other real professionals but this is what I get?"
"Tell me about it. They won't survive another week."
"Hey, %1, you don't have to be such a dick about it. Everyone has to start somewhere."
IMP:
"Heh, right? Don't worry, all the real money comes to you first %1."
"%1's probably had more experience in the field than you have, %2."
"Remember, %1, those other hires keep the fire off you so you both can let your magic shine."
"Hah! Honestly, you think you're that good? You two are pathetic."
"Hey %1, think love can bloom on the battlefield?"
"Sure, why not? Might be fun."
"Ugh, disgusting. Go away, %1."
IMP:
"I think %2 likes you, %1."
"Wow, %1! Haven't heard that one before! Where do you get them?"
"Personally, I think that at any time, at any place people can fall in love with eachother."
"You two couldn't make an uglier couple if you tried."
"Go with him, %1. It'll be fun, I promise."
"Leave her alone, %1."
"Hey you two, why don't we go waste some time together? My treat."
"You two are completely pathetic."
"Hey, hey %1! What tank is the most used tank in the jungle?"
"Uh....the Tiger tank? Oh, wow. You're hilarious."
"Why would you use a tank in a jungle? That doesn't make any sense...?"
IMP:
"A Tiger tank?"
"Please, no! Not this one again."
"That's what I like to see. It's things like this that improve everyone's morale."
"The Tiger tank. Ha ha ha! Everyone has heard it a thousand times already. Shut up."
"Hey %1, my crotch harness is loose. Think you can reach down there and give it a tug for me?"
"Sure, just let me stab at it with my bayonet...try not to scream."
"Do it yourself, wiseass."
IMP:
"Give him a little tickle, %1."
"Something's always wrong with %1's crotch. No surprise."
"That's what I like to see. It's things like this that improve everyone's morale."
"Don't. Stop. You'll just encourage each other."
"...so, while everyone was inspecting the grenades I held up a spare pin and asked, 'Has anyone seen my grenade?'"
"Hahahaha!"
"%1, you're retarded."
"Hahahaha!"
"This one again? Don't you have something new?"
"That's when I stepped in and waved one of the hollowed practice grenades and everyone went dead silent."
"Oh, look! There's a grenade at your feet. That yours?"