Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
02-15-2012, 11:56 AM
*just popped into editor at lunch*

Library>NPC Contact Tab>

use the search term console and you will get a list of:
prop <faction> console

once placed on a map, on the general tab, at the very bottom put a check mark in Has Default Prompt
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
02-15-2012, 12:00 PM
Ohh... I thought you mean't something else... my mistake.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
02-15-2012, 12:20 PM
Thanks for that info, that is what I've been looking for!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
02-15-2012, 07:48 PM
I should have mentioned the contact option. I mistakenly read you first post as saying you wanted the player to interact with a "tree" which wouldn't be an option for reskinning the contact. Now I see you just were talking about the dialogue tree. My mistake.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
02-16-2012, 06:47 AM
No worries! I do find it a bit annoying that the interact button is automatically prefaced with "Talk to" and then the Contact Name.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
02-16-2012, 08:42 AM
I have a related question. When skinning an NPC contact as a console, it there any way to get rid of the "Talk to..." that pops up? Right now when I go to interact with the console it says "Talk to Computer Console." Or is this something that most Foundry authors just ignore?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
02-16-2012, 08:57 AM
Unfortunately there's nothing you can do about that.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
02-16-2012, 09:12 AM
The 'work around' for that requires eating at least 2 if not 3 objects in your budget for a map

1)a console
2)a dialog popup
3)an invisible object(or shotglass if you want to go 'old school') (potentially optional this one)

you can either set the popup to be hidden>visible on interacting with invis object or the console itself

I have to note though, doing this WILL NOT ALLOW MULTIPLE INTERACTIONS, unlike the NPC contact, you can only interact using this method once, but it does allow you to define the interact button as you wish
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
02-16-2012, 11:02 PM
Before reading about the prop <faction> console, what I did to make the dialog constantly available was to use an NPC Contact which the player will be told is a hologram.

Once the NPC contact spawns, it's there. You just need to make having a hologram there fit the story.

I will try out that prop console, though. That would work much better.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
02-19-2012, 12:46 AM
Look under NPC Contacts and search for "console". There are seven types of consoles you can use and, like all NPCs, they support the Default Prompt which you can make more complex with the Advanced Dialog Editor.
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 04:10 PM.