Speech tree with timer , looping which doesnt break
Posted: Wed Dec 19, 2007 4:57 pm
Fallout tactics hasn’t speech tree like Fallout and Fallout 2.
Until now there are some known ways to have speech tree in Fallout tactics.The first is to use Zones to select your answer, the second is to drag items from your inventory(Yes and No entity.) and the third is to use the world text(I downloaded the mission with the Mad Max and his dog.}
There is an other way to have speech tree in Fallout tactics different than the previous ways.
With this way you don’t need to choose zones,have items in your inventory or use the world text.
The only you need is to use the timer and select your answer with the help of the timer.
The advantage of this way is that you can have dialogue only with the click of your
mouse on the NPC character.
For examble: You meet someone in a place and he asks your help.
You have two or more possible answers which you can choose with the timer.The trigger works like this:When you talk to the NPC a timer appears on the screen(Timer=0 sec at the start.)
If you want to choose the first answer you will have to talk again to NPC when the timer is 0-3 sec ,second 4-6 sec and the third 7-9 sec.
(I believe that three seconds are enough to choose your answer.Someone else will need less or more than three seconds to choose his answer.)
When you choose your answer the NPC responds with his answer.
Each different choise you do you will have different reactions from the NPC character.
After you can see the speech at the dialogue screen of Falout tactics so you will always know what each NPC told to you and which was your answer.(Fallout tactics has this positive option to keep all the Dialogues.)For each different speech of the NPC you need one mission variable.
Go to this link
http://www.freewebs.com/pitoyras/Downloads/Mission_Alpha.7z
and Download the 7-Zip archive.
Target the File Fallout tactics and extract itYou will find the custom mission (Mission_Alpha) at
Fallout Tactics\core\missions\Mission Alpha.
With the Fallout tactics editor open the mission you want to place the speech tree.
For exable the NPC you meet is Nikos and you will have two possible answers.The dialogue with Nikos has three speech trees.
At the start you will create the trigger
Start of the mission
Conditions: Always
Actions: Set mission variable ‘VAR_NikosSpeech_01’ to ‘false’
Set mission variable ‘VAR_NikosSpeech_02’ to ‘false’
Set mission variable ‘VAR_Nikosspeech_End4’ to ‘false’
Set mission variable ‘VAR_AddOBJ_killdinosaurs’ to ‘false’
Set mission variable ‘VAR_EndOBJ_killdinosaurs’to‘false’
Set mission variable ‘VAR_EndOBJ_findkid’ to ‘false’
Deactivate Dinosaur
Deactivate Kid
You can have and Campaign variable if you have to go to other mission.
New trigger now with the title
Nikos speech 01 occurred(timer)
Conditions: Speech Event Nikos_Spc01 occurred
Actions: Set mission variable ‘VAR_NikosSpeech_01’ to ‘true’
Set to 0 to timer ‘Nikos_Speech_01’ and set ascending
Show timer ‘Nikos_Speech_01’
B wait 6 seconds
Hide timer ‘Nikos_Speech_01’
B wait 1 seconds
Stop timer ‘Nikos_Speech_01’
New trigger now with the title
If timer Nikos_Speech_01 is equal to 7
Conditions: If timer ‘Nikos_Speech_01’ is Exactly 7
Actions: Set Clich speech for unit ‘Nikos’ to ‘none’
You need this trigger if you will not answer to Nikos in time so he will ignore you.
New trigger now with the title
‘Nikos_Speech_01’ human option A(positive)
Conditions: If Timer ‘Nikos_Speech_01’ is less than 4
If mission variable ‘VAR_NikosSpeech_01’ to ‘true’
Actions: Set Clich speech for unit ‘Nikos’ to ‘Nikos_HanswA’
The speech Nikos_HanswA is your first possible answer (HanswA=Human answer Alpha.)
New trigger now with the title
Nikos_Speech_01 human option B(negative)
Conditions: If Timer ‘Nikos_Speech_01’ is more than 3
If mission variable ‘VAR_NikosSpeech_01’ to ‘true’
Actions: Set Clich speech for unit ‘Nikos’ to ‘Nikos_HanswB’
The speech Nikos_HanswB is your second possible answer (HanswB=Human answer Beta.)
New trigger now with the title
Human answers A(positive) to Nikos speech 01
Conditions: Speech Event Nikos_HanswA Occurred
Actions: Set Click speech for unit ‘Nikos’ to ‘Nikos_Spc02A’
Stop Timer ‘Nikos_Speech_01’
Hide Timer ‘Nikos_Speech_01’
New trigger now with the title
Human answers B(negative) to Nikos speech 01
Conditions: Speech Event Nikos_HanswB Occurred
Actions: Set Clich speech for unit ‘Nikos’ to ‘Nikos_Spc02Neg’
Stop Timer ‘Nikos_Speech_01’
Hide Timer ‘Nikos_Speech_01’
New trigger now with the title
Nikos speech 02 occurred(timer)
Conditions: Speech event Nikos_ Spc02A Occured
Actions: Set mission variable ‘VAR_NikosSpeech_02’ to ‘true’
Set to 0 to Timer ‘Nikos_Speech_02’ and set ascending
Show Timer ‘Nikos_Speech_02’
B wait 6 seconds
Hide Timer ‘Nikos_Speech_02’
B wait 1 seconds
Stop Timer ‘Nikos_Speech_02’
New trigger now with the title
If timer ‘Nikos_Speech_02’ is equal to 7
Conditions: If timer ‘Nikos_Speech_02’ is Exactly 7
Actions: Set Clich speech for unit ‘Nikos’ to ‘none’
New trigger now with the title
Nikos_Speech_02 human option A(positive)
Conditions: If Timer ‘Nikos_Speech_02’ is less than 4
If mission variable ‘VAR_NikosSpeech_02’ to ‘true’
Actions: Set Clich speech for unit ‘Nikos’ to ‘Nikos_Hansw02Add’
Nikos_Speech_02 human option B(negative)
Conditions: If Timer ‘Nikos_Speech_02’ is more than 3
If mission variable ‘VAR_NikosSpeech_02’ to ‘true’
Actions: Set Clich speech for unit ‘Nikos’ to ‘Nikos_Hansw02B’
New trigger now with the title
Human answers A(positive) to Nikos speech 02(Kill the dinosaurs)
Conditions: Speech Event Nikos_Hansw02Add Occurred
Actions: Set mission variable ‘VAR_AddOBJ_killdinosaurs’ to ‘true’
Stop Timer ‘Nikos_Speech_02’
Hide Timer ‘Nikos_Speech_02’
New trigger now with the title
Human answers B(negative) doesn’t want to (Kill the dinosaurs)
Conditions: Speech Event Nikos_Hansw02B Occurred
Actions: Stop Timer ‘Nikos_Speech_02’
Hide Timer ‘Nikos_Speech_02’
Set Clich speech for unit ‘Nikos’ to ‘none’
New trigger now with the title
Add Objective(Kill dinosuars and find the kid.)
Conditions: If mission variable ‘VAR_AddOBJ_killdinosaurs’ is ‘true’
Actions: Add Objective Q00_Nikos_Kill_dinosaurs
Add Objective Q00_Nikos_Find_kid
Set click speech for unit Nikos to ‘Nikos_Wait03’
Set Dinosaur Stationary at Anywhere
Set Kid Stationary at Anywhere
New trigger now with the title
Human tell to Nikos that he killed the Dinosaurs but he didn’t found the kid.
Conditions: If mission variable ‘VAR_EndOBJ_killdinosaurs’ is ‘true’
If mission variable ‘VAR_EndOBJ_findkid’ is ‘false’
Actions: Set Click Speech for unit ‘Nikos’ to ‘Nikos_03HaDinComp’
New trigger now with the title
Speech Occurred Human killed the Dinosaurs
Conditions: Speech Event Nikos_03HaDinComp Occured
Actions: Set Click Speech for unit ‘Nikos’ to ‘Nikos_WDinComp03’
New trigger now with the title
Human tells to Nikos that he found the kid but havent killed the dinosaurs
Conditions: If mission variable ‘VAR_EndOBJ_killdinosaurs’ is ‘false’
If mission variable ‘VAR_EndOBJ_findkid’ is ‘true’
Actions: Set Click Speech for unit ‘Nikos’ to ‘Nikos_03HaKidComp’
New trigger now with the title
Speech Occurred Human found the kid
Conditions: Speech Event Nikos_03HaKidComp Occured
Actions: Set Click Speech for unit ‘Nikos’ to ‘Nikos_WKidComp03’
New trigger now with the title
Complete Objective(Kill the dinosaurs)
Conditions: Dinosaur has less than 1 Alive at Anywhere
If mission variable ‘VAR_AddOBJ_killdinosaurs’ is true
Actions: Complete Objective Q00_Nikos_Kill_dinosaurs
Add 300 xp to Human
Set mission variable ‘VAR_EndOBJ_killdinosaurs’ to ‘true’
New trigger now with the title
Complete Objective(Find kid)
Conditions: Human has more than 0 alive at Zone_Kid
If mission variable ‘VAR_AddOBJ_killdinosaurs’ is true
Actions: Complete Objective Q00_Nikos_Find_Kid
Add 100 xp to Human
Set mission variable ‘VAR_EndOBJ_findkid’ to ‘true’
New trigger now with the title
Human completes the two Quests
Conditions: If mission variable ‘VAR_EndOBJ_killdinosaurs’ is ‘true’
: If mission variable ‘VAR_EndOBJ_findkid’ is ‘true’
Actions: Set Click Speech for unit ‘Nikos’ to ‘Nikos_End04’
New trigger now with the title
Nikos speech end04 Occurred(timer)
Conditions: Speech Event Nikos_End04 Occurred
Actions: Set mission variable ‘VAR_Nikosspeech_End4’ to true
Set to 0 to Timer ‘Nikos_End04’ and set ascending
Show timer ‘Nikos End4’
B wait 6 seconds
Hide timer ‘Nikos End4’
B wait 1 seconds
Stop timer ‘Nikos End4’
New trigger now with the title
If Timer Nikos_End4 is equal to 7
Conditions: If Timer ‘Nikos_End4’ is Exactly 7
Actions: Set click speech for unit ‘Nikos’ to ‘None’
New trigger now with the title
Nikos_Speech_End4 human option A
Conditions: If Timer ‘Nikos_End4’ is less than 4
If mission variable ‘VAR_Nikosspeech_End4’ is ‘true’
Actions: Set Click Speech for unit ‘Nikos’ to ‘NikosHansw04A’
New trigger now with the title
Nikos_Speech_End4 human option B
Conditions: If Timer ‘Nikos_End4’ is more than 3
If mission variable ‘VAR_Nikosspeech_End4’ is ‘true’
Actions: Set Click Speech for unit ‘Nikos’ to ‘Nikos_Hansw04B’
New trigger now with the title
Human answers A to Nikos speech End 4
Conditions: Speech Event Nikos_Hansw04A Occurred
Actions: Set Click Speech for unit ‘Nikos’ to ‘Nikos_End05’
Stop Timer ‘Nikos_End04’
Hide Timer ‘Nikos_End04’
New trigger now with the title
Human answers B to Nikos speech End 4
Conditions: Speech Event Nikos_Hansw04B Occurred
Actions: Set Click Speech for unit ‘Nikos’ to ‘None’
Stop Timer ‘Nikos_End04’
Hide Timer ‘Nikos_End04’
Image of pipboy dialogue screen :
Until now there are some known ways to have speech tree in Fallout tactics.The first is to use Zones to select your answer, the second is to drag items from your inventory(Yes and No entity.) and the third is to use the world text(I downloaded the mission with the Mad Max and his dog.}
There is an other way to have speech tree in Fallout tactics different than the previous ways.
With this way you don’t need to choose zones,have items in your inventory or use the world text.
The only you need is to use the timer and select your answer with the help of the timer.
The advantage of this way is that you can have dialogue only with the click of your
mouse on the NPC character.
For examble: You meet someone in a place and he asks your help.
You have two or more possible answers which you can choose with the timer.The trigger works like this:When you talk to the NPC a timer appears on the screen(Timer=0 sec at the start.)
If you want to choose the first answer you will have to talk again to NPC when the timer is 0-3 sec ,second 4-6 sec and the third 7-9 sec.
(I believe that three seconds are enough to choose your answer.Someone else will need less or more than three seconds to choose his answer.)
When you choose your answer the NPC responds with his answer.
Each different choise you do you will have different reactions from the NPC character.
After you can see the speech at the dialogue screen of Falout tactics so you will always know what each NPC told to you and which was your answer.(Fallout tactics has this positive option to keep all the Dialogues.)For each different speech of the NPC you need one mission variable.
Go to this link
http://www.freewebs.com/pitoyras/Downloads/Mission_Alpha.7z
and Download the 7-Zip archive.
Target the File Fallout tactics and extract itYou will find the custom mission (Mission_Alpha) at
Fallout Tactics\core\missions\Mission Alpha.
With the Fallout tactics editor open the mission you want to place the speech tree.
For exable the NPC you meet is Nikos and you will have two possible answers.The dialogue with Nikos has three speech trees.
At the start you will create the trigger
Start of the mission
Conditions: Always
Actions: Set mission variable ‘VAR_NikosSpeech_01’ to ‘false’
Set mission variable ‘VAR_NikosSpeech_02’ to ‘false’
Set mission variable ‘VAR_Nikosspeech_End4’ to ‘false’
Set mission variable ‘VAR_AddOBJ_killdinosaurs’ to ‘false’
Set mission variable ‘VAR_EndOBJ_killdinosaurs’to‘false’
Set mission variable ‘VAR_EndOBJ_findkid’ to ‘false’
Deactivate Dinosaur
Deactivate Kid
You can have and Campaign variable if you have to go to other mission.
New trigger now with the title
Nikos speech 01 occurred(timer)
Conditions: Speech Event Nikos_Spc01 occurred
Actions: Set mission variable ‘VAR_NikosSpeech_01’ to ‘true’
Set to 0 to timer ‘Nikos_Speech_01’ and set ascending
Show timer ‘Nikos_Speech_01’
B wait 6 seconds
Hide timer ‘Nikos_Speech_01’
B wait 1 seconds
Stop timer ‘Nikos_Speech_01’
New trigger now with the title
If timer Nikos_Speech_01 is equal to 7
Conditions: If timer ‘Nikos_Speech_01’ is Exactly 7
Actions: Set Clich speech for unit ‘Nikos’ to ‘none’
You need this trigger if you will not answer to Nikos in time so he will ignore you.
New trigger now with the title
‘Nikos_Speech_01’ human option A(positive)
Conditions: If Timer ‘Nikos_Speech_01’ is less than 4
If mission variable ‘VAR_NikosSpeech_01’ to ‘true’
Actions: Set Clich speech for unit ‘Nikos’ to ‘Nikos_HanswA’
The speech Nikos_HanswA is your first possible answer (HanswA=Human answer Alpha.)
New trigger now with the title
Nikos_Speech_01 human option B(negative)
Conditions: If Timer ‘Nikos_Speech_01’ is more than 3
If mission variable ‘VAR_NikosSpeech_01’ to ‘true’
Actions: Set Clich speech for unit ‘Nikos’ to ‘Nikos_HanswB’
The speech Nikos_HanswB is your second possible answer (HanswB=Human answer Beta.)
New trigger now with the title
Human answers A(positive) to Nikos speech 01
Conditions: Speech Event Nikos_HanswA Occurred
Actions: Set Click speech for unit ‘Nikos’ to ‘Nikos_Spc02A’
Stop Timer ‘Nikos_Speech_01’
Hide Timer ‘Nikos_Speech_01’
New trigger now with the title
Human answers B(negative) to Nikos speech 01
Conditions: Speech Event Nikos_HanswB Occurred
Actions: Set Clich speech for unit ‘Nikos’ to ‘Nikos_Spc02Neg’
Stop Timer ‘Nikos_Speech_01’
Hide Timer ‘Nikos_Speech_01’
New trigger now with the title
Nikos speech 02 occurred(timer)
Conditions: Speech event Nikos_ Spc02A Occured
Actions: Set mission variable ‘VAR_NikosSpeech_02’ to ‘true’
Set to 0 to Timer ‘Nikos_Speech_02’ and set ascending
Show Timer ‘Nikos_Speech_02’
B wait 6 seconds
Hide Timer ‘Nikos_Speech_02’
B wait 1 seconds
Stop Timer ‘Nikos_Speech_02’
New trigger now with the title
If timer ‘Nikos_Speech_02’ is equal to 7
Conditions: If timer ‘Nikos_Speech_02’ is Exactly 7
Actions: Set Clich speech for unit ‘Nikos’ to ‘none’
New trigger now with the title
Nikos_Speech_02 human option A(positive)
Conditions: If Timer ‘Nikos_Speech_02’ is less than 4
If mission variable ‘VAR_NikosSpeech_02’ to ‘true’
Actions: Set Clich speech for unit ‘Nikos’ to ‘Nikos_Hansw02Add’
Nikos_Speech_02 human option B(negative)
Conditions: If Timer ‘Nikos_Speech_02’ is more than 3
If mission variable ‘VAR_NikosSpeech_02’ to ‘true’
Actions: Set Clich speech for unit ‘Nikos’ to ‘Nikos_Hansw02B’
New trigger now with the title
Human answers A(positive) to Nikos speech 02(Kill the dinosaurs)
Conditions: Speech Event Nikos_Hansw02Add Occurred
Actions: Set mission variable ‘VAR_AddOBJ_killdinosaurs’ to ‘true’
Stop Timer ‘Nikos_Speech_02’
Hide Timer ‘Nikos_Speech_02’
New trigger now with the title
Human answers B(negative) doesn’t want to (Kill the dinosaurs)
Conditions: Speech Event Nikos_Hansw02B Occurred
Actions: Stop Timer ‘Nikos_Speech_02’
Hide Timer ‘Nikos_Speech_02’
Set Clich speech for unit ‘Nikos’ to ‘none’
New trigger now with the title
Add Objective(Kill dinosuars and find the kid.)
Conditions: If mission variable ‘VAR_AddOBJ_killdinosaurs’ is ‘true’
Actions: Add Objective Q00_Nikos_Kill_dinosaurs
Add Objective Q00_Nikos_Find_kid
Set click speech for unit Nikos to ‘Nikos_Wait03’
Set Dinosaur Stationary at Anywhere
Set Kid Stationary at Anywhere
New trigger now with the title
Human tell to Nikos that he killed the Dinosaurs but he didn’t found the kid.
Conditions: If mission variable ‘VAR_EndOBJ_killdinosaurs’ is ‘true’
If mission variable ‘VAR_EndOBJ_findkid’ is ‘false’
Actions: Set Click Speech for unit ‘Nikos’ to ‘Nikos_03HaDinComp’
New trigger now with the title
Speech Occurred Human killed the Dinosaurs
Conditions: Speech Event Nikos_03HaDinComp Occured
Actions: Set Click Speech for unit ‘Nikos’ to ‘Nikos_WDinComp03’
New trigger now with the title
Human tells to Nikos that he found the kid but havent killed the dinosaurs
Conditions: If mission variable ‘VAR_EndOBJ_killdinosaurs’ is ‘false’
If mission variable ‘VAR_EndOBJ_findkid’ is ‘true’
Actions: Set Click Speech for unit ‘Nikos’ to ‘Nikos_03HaKidComp’
New trigger now with the title
Speech Occurred Human found the kid
Conditions: Speech Event Nikos_03HaKidComp Occured
Actions: Set Click Speech for unit ‘Nikos’ to ‘Nikos_WKidComp03’
New trigger now with the title
Complete Objective(Kill the dinosaurs)
Conditions: Dinosaur has less than 1 Alive at Anywhere
If mission variable ‘VAR_AddOBJ_killdinosaurs’ is true
Actions: Complete Objective Q00_Nikos_Kill_dinosaurs
Add 300 xp to Human
Set mission variable ‘VAR_EndOBJ_killdinosaurs’ to ‘true’
New trigger now with the title
Complete Objective(Find kid)
Conditions: Human has more than 0 alive at Zone_Kid
If mission variable ‘VAR_AddOBJ_killdinosaurs’ is true
Actions: Complete Objective Q00_Nikos_Find_Kid
Add 100 xp to Human
Set mission variable ‘VAR_EndOBJ_findkid’ to ‘true’
New trigger now with the title
Human completes the two Quests
Conditions: If mission variable ‘VAR_EndOBJ_killdinosaurs’ is ‘true’
: If mission variable ‘VAR_EndOBJ_findkid’ is ‘true’
Actions: Set Click Speech for unit ‘Nikos’ to ‘Nikos_End04’
New trigger now with the title
Nikos speech end04 Occurred(timer)
Conditions: Speech Event Nikos_End04 Occurred
Actions: Set mission variable ‘VAR_Nikosspeech_End4’ to true
Set to 0 to Timer ‘Nikos_End04’ and set ascending
Show timer ‘Nikos End4’
B wait 6 seconds
Hide timer ‘Nikos End4’
B wait 1 seconds
Stop timer ‘Nikos End4’
New trigger now with the title
If Timer Nikos_End4 is equal to 7
Conditions: If Timer ‘Nikos_End4’ is Exactly 7
Actions: Set click speech for unit ‘Nikos’ to ‘None’
New trigger now with the title
Nikos_Speech_End4 human option A
Conditions: If Timer ‘Nikos_End4’ is less than 4
If mission variable ‘VAR_Nikosspeech_End4’ is ‘true’
Actions: Set Click Speech for unit ‘Nikos’ to ‘NikosHansw04A’
New trigger now with the title
Nikos_Speech_End4 human option B
Conditions: If Timer ‘Nikos_End4’ is more than 3
If mission variable ‘VAR_Nikosspeech_End4’ is ‘true’
Actions: Set Click Speech for unit ‘Nikos’ to ‘Nikos_Hansw04B’
New trigger now with the title
Human answers A to Nikos speech End 4
Conditions: Speech Event Nikos_Hansw04A Occurred
Actions: Set Click Speech for unit ‘Nikos’ to ‘Nikos_End05’
Stop Timer ‘Nikos_End04’
Hide Timer ‘Nikos_End04’
New trigger now with the title
Human answers B to Nikos speech End 4
Conditions: Speech Event Nikos_Hansw04B Occurred
Actions: Set Click Speech for unit ‘Nikos’ to ‘None’
Stop Timer ‘Nikos_End04’
Hide Timer ‘Nikos_End04’
Image of pipboy dialogue screen :