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PostPosted: Mon Feb 16, 2015 6:50 pm 
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Hi Runners!

In RWR, the AI randomly chats about different things, when idleing around in peaceful territory, while driving, etc.
We'd want to increase the amount of those chats for the next version and we want YOU to contribute in case you have funny ideas that would match into the game.

The AI chats (at least the editable ones) are located in:

Code:
\media\packages\vanilla\factions\default.character


You can just edit this file with the text editor of your choice.

let's take for example the second example in this file:

Code:
   <comment key="Squad, get in" />
   <comment key="Squad, get in" text="Squad, jump in" />


The key in the comment tag is something that can't be changed, it needs to remain the same text. Though the text="" part can be changed or some new entries can be added. If there is NO text="" it will just use the comment key text on default. In this specific case, when you order a squad mate to jump into your vehicle, you will either say "Squad, get in" or "Squad, jump in". It would also be possible to add some more of the same key with different text="" so that it would choose between more than 2 different chat texts for the same comment key.

Later you have the dialogues between soldiers like for example:

Code:
   <dialogue key="vehicle dialogue 2 men">
      <comment text="Did they give you new equipment?" />
      <comment text="Yeah" />
      <comment text="Aww, that's unfair..." />
      <comment text="You mad bro?" />   
   </dialogue>


Here it is similar, just that it is a dialogue tag with a key, which consists usually in more than one comment text tags.

If you have a new idea, please add it in proper xml syntax and don't forget the key so that we can sort it out and add at the right position in case your dialogue or comment is worth to be added.
Don't use a new post for every comment if possible, just edit your existing one if you want to add some more.
Also, the lines shouldn't be too long as the player might not have time to read it if it's too long.
Last, try to make the *jokes* not too regional, like "pished like a fart" won't be understood by every English speaker.

Here is a copy of the default.character file:

http://pastebin.com/WDSL2SeM

Happy writing! :)

PS: don't make the changes in your vanilla "default.character" file as this will be overwritten on the next update anyway. Also don't post your whole file but just the changes you made.


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PostPosted: Wed Feb 18, 2015 11:05 pm 
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Posts: 7
Code:
   <dialogue key="vehicle dialogue 2 men tag=boat">
      <comment text="This sure is one dingy dinghy" />
      <comment text="Ugh, why did I get put on a squad with this guy" />
   </dialogue>

> Bad puns.

These probably won't work, but hey-

~~

Code:
   <dialogue key="vehicle combat dialogue 2 men tag=tank">
      <comment text="Nice shot!" />
      <comment text="Thanks!" />
   </dialogue>

> Tank gunner/machinegunner just killed an enemy. Could be expanded to squadmates commenting on your kills when on foot too.

~~

Code:
   <dialogue key="vehicle, grenade alert, grenade tag = rocket, tag=tank">
      <comment text="Incoming!" />
      <comment text="That was close!" />
   </dialogue>

> Tank/vehicle nearly hit by an enemy rocket or opposing tank fire. Could be expanded to single lines as well as dialogue.

~~

Code:
   <comment key="enemy seen, tank" text="Taaaaank!"/>
   <comment key="enemy seen, tank" text="We need rockets over here!"/>
   <comment key="enemy seen, tank" text="Oh shit, that thing is huge!"/>

> Spotted an enemy tank.

~~

Code:
   <comment key="enemy seen, shield" text="Shield!"/>
   <comment key="enemy seen, shield" text="Watch that shield!"/>
   <comment key="enemy seen, shield" text="Get a grenade on him!"/>

> Spotted an enemy using a shield.

~~

Code:
   <comment key="enemy seen, taking suppressed fire, friendly tank" text="About time!"/>
   <comment key="enemy seen, taking suppressed fire, friendly tank" text="Finally, some firepower!"/>
   <comment key="enemy seen, taking suppressed fire, friendly tank" text="Where did you get that thing?!"/>

> Spotted an enemy, under fire, allied tank arrives.

~~

Code:
   <comment key="enemy seen, apc" text="Incoming Enemy APC!"/>
   <comment key="enemy seen, apc" text="Enemy reinforcements are here!"/>
   <comment key="enemy seen, apc" text="Take it out before it can unload!"/>
   <comment key="enemy seen, apc" text="Get some grenades on that thing!"/>

> Spotted an enemy APC.

~~

Code:
   <comment key="enemy seen, taking suppressed fire, friendly apc" text="Incoming APC! It's ours!"/>
   <comment key="enemy seen, taking suppressed fire, friendly apc" text="Finally, reinforcements are here!"/>
   <comment key="enemy seen, taking suppressed fire, friendly apc" text="Give them some covering fire!"/>

> Spotted an enemy, under fire, allied APC arrives.

And finally some ideas for others; military cadences?


Last edited by Arcalane on Thu Feb 19, 2015 10:08 pm, edited 6 times in total.

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PostPosted: Thu Feb 19, 2015 12:02 am 
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Joined: Tue Jan 03, 2012 9:58 am
Posts: 1662
Location: Western Europe
very nice ones Arcalane, thanks for that! :)
Expect them to be added!


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PostPosted: Thu Feb 19, 2015 1:12 am 
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Posts: 7
Edited in some more. Time to see how many tags can be stacked!

Also clarified the conditions in case I'm using the key/tag system wrong.


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PostPosted: Sat Feb 21, 2015 5:05 am 
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Joined: Sat Jan 31, 2015 11:43 pm
Posts: 125
When right-clicking somewhere to order the AI driver of a tank or other vehicle to go there, I've always wanted it to say: "Make it so" (or maybe "Driver, make it so").

https://www.youtube.com/watch?v=-ZxHAZChcYU

But that's probably just me! :D


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PostPosted: Sat Mar 07, 2015 11:14 pm 
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Joined: Wed Mar 04, 2015 3:27 pm
Posts: 18
Would you like some Dialogue in German or Russian?

Wald


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PostPosted: Sun Mar 08, 2015 8:18 am 
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Joined: Tue Jan 03, 2012 9:58 am
Posts: 1662
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Walderschmidt wrote:
Would you like some Dialogue in German or Russian?

Wald


No, we need to have the dialogues in English done for the next version, which will then be definitive. Once this is done, we can (or the community) start working on the
translation of them.
We added quite a few more chats in 0.99.8 but I feel it could have a few more. I wonder why there hasn't been more suggestions actually.


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PostPosted: Sun Mar 08, 2015 5:51 pm 
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Joined: Sun Mar 08, 2015 5:31 pm
Posts: 21
Code:
<dialogue key="defense dialogue 2 men">
      <comment text="Hey I've been wondering" />
      <comment text="What?" />
      <comment text="Where do our reinforcement's come from?" />
      <comment text="What do you mean?" />
      <comment text="Well they don't come in transports or anything" />
      <comment text="Are you trying to tell me they just appear out of thin air?" />
</dialogue>


Code:
   <dialogue key="vehicle dialogue 2 men tag=tank">
      <comment text="What are we going to name the tank?" />
      <comment text="Why you want to do that?" />
      <comment text="Well we're going to have it for a while so..." />
</dialogue>


Code:
</dialogue key="vehicle dialogue 2 men">
      <comment text="So when's the last time you drove?" />
      <comment text="Oh this is my first time" />
      <comment text="Then why the hell are you driving?" />
      <comment text="..." />
      <comment text="I swear you're going to get me killed before we ever reach the frontlines" />
</dialogue>


No APC dialogue?

Code:
<dialogue key="vehicle dialogue 2 men tag=apc">
      <comment text="This thing is a deathtrap!" />
</dialogue>


Code:
<dialogue key="vehicle dialogue 2 men tag=apc">
      <comment text="They could have put in air conditioning" />
      <comment text="Yeah, I wouldn't have to smell you" />
</dialogue>


I really like Arcalene's combat dialogue, and wonder if this could work (probably not)

Code:
<dialogue key="combat dialoge 2 men tag=fire opened, weapon tag = sniper">
                 <comment text="Sniper!" />
                 <comment text="Where?" />
</dialogue>


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PostPosted: Mon Mar 09, 2015 7:12 am 
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Joined: Tue Jan 03, 2012 9:58 am
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Location: Western Europe
Good ones Trenchengineer,
and you are right, the last one isn't working.


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PostPosted: Mon Mar 09, 2015 7:19 am 
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Joined: Tue Jan 03, 2012 9:58 am
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Location: Western Europe
I added a link to the actual default.character file:

http://pastebin.com/WDSL2SeM


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