Speech Tree Design Baseline Package

ryuga

First time out of the vault
With trigger file combining tool (BOSTrigger) out, I am releasing the package to ease the setup of speech trees in FoT mission files. The three speech tree designs enclosed are

Actors by JJ86 and Endocore
Equipping Items by Magnus and requiem
Timer suggested by lisac2k and one implementation by Indianos

http://rapidshare.com/files/174814927/SpeechTree_Basline_Package.rar

These trigger files, editor speech node files, speech text files are extracted from the baseline maps @ http://www.nma-fallout.com/forum/viewtopic.php?t=48037

BOSTrigger File
http://www.nma-fallout.com/forum/viewtopic.php?t=48370


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Install Notes
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Extract to any folder.


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Changelog (Dec.19,2008) Version 1.1
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- See Usage Notes.


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Usage Notes
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This rar contains speech tree baseline files (trigger files, editor speech files and speech text files), each using a different player response delivery system.

BEWARE :: Importing trigger file or editor speech file will erase previous triggers and speech nodes set up in the mission file. Export existing triggers in the mission file to a trigger file, then use BOSTrigger program to combine the trigger file containing existing triggers and the speech tree baseline trigger file. Editor speech file combining tool might be made later.

Special thanks to requiem_for_a_starfury and Tsakonas for feedbacks on the first couple revisions, and requiem for making SpeechTree_Item_Baseline files.


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SpeechTree_Actors_Baseline
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Player response delivery system using actors posting as choices. Click on an actor will choose the choice represented by the actor.

This system was Endocore's Clone system, then it was refined into YES/NO system by JJ86. JJ86's version is available at http://jj86tutorials.stgfc.com/Speech Trees/guideto.htm

This system is based on both systems using speech level design by magnus and requiem.


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SpeechTree_Timer_Baseline
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Player response delivery system using timer counting. The system was first suggested by lisac2k, and one version was implemented by Indianos. This baseline is based on the system.


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SpeechTree_Timer_Baseline
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Player response delivery system using equipping ABCD entities. The system was created by Magnus and requiem_for_a_starfury. Tutorial on creating the system in a mission map is at http://magnumswastelandprojects.wikispaces.com/Speech+Trees


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Displayed Text Abbreviation
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Each displayed text screen has an abbreviation such as L2A displayed in orange color.

The "L" means LEVEL in the speech tree.
The number follow "L" means the Level number in the speech tree.
The letter(s) following the number means the options made to arrive at the displayed text screen.

For example:
L4AAA means this is at 4th level of the speech tree. 3 letters means the 3 different choices from the very first displayed text. The fastest way to display L4AAA text is choosing option A 3 times.


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Abbreviation Color Coding
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Abbreviations in ORANGE indicates the name of the displayed speech text. Abbreviation in WHITE indicates the speech text name where a choice will lead to.

For example:
At the very first displayed text (L1), (L1) is displayed in orange, and next to Option A, (L2A) is displayed in white. If you choose Option A at L1, the next time you click Number42 to speak, the displaying speech text will contain (L2A) in orange color.


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Speech Text Abbreviation
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Names of speech texts in speech text file should match the abbreviations.
 
I feel bad that no attention has been given to this thread. You deserve some applause. So good job! I would test it out myself, but all I have is the demo of the game.
 
Thanks for the applause and testing it, Prosper. I did some basic testing with the files and BOSTrigger program. Feel free to submit bugs and suggestions for improvement. The bottom line is making speech tree scripting in FoT as smooth as we can.
 
Yeah, excellent work ryuga. I still have yet to try them out...still trying to finish mapping.
 
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