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Behavior adding support for sub title transmission to actor.
For doing sub title text output conversation scripts have to be used. This allow for the highest control over the conversation. For first person only self conversation or receiving transmissions using conversation scripts can be cumbersome. For this situation this behavior provides a simpler solution.
The behavior acts similar to CActionActorSpeak.executeSubTitle() in that it supports creating and adding a series of sub titles for an actor as if a conversation is used. Since no conversation is used the actor is free to be controlled by the player.
This behavior uses ECBehaviorConversationActor. Calls createSubTitleText() to create sub title as if a conversation creates it. This way the same look and feel is used. Adds a listener to cause the actor to wait in conversations if such sub titles are running. This feature is by default disabled and can be enabled to avoid conversation script sub titles showing at the same time as sub titles driven by this behavior.
This behavior can be used only once on an element.
Element class properties have the prefix transmission.
.
If enabled causes conversation scripts to wait for the transmission to end.
transmission.waitInConversation
false
<boolean name='transmission.waitInConversation'>true</boolean>
Style identifier to use. Same as style identifiers used in sub title boxes.
transmission.style
null
<string name='transmission.style'>think</string>
Timeout in seconds to display individual transmission parts.
transmission.timeout
5
<string name='transmission.timeout'>ik.height</string>
Set clear transmission upon entering conversation.
transmission.clearEnterConversation
<boolean name='transmission.clearEnterConversation'>true</boolean>
This behavior has no events.
This behavior adds these behavior tree actions if behavior tree is present. If behavior has non-empty identifier replace actorTransmission
with actorTransmission(id)
.
Set one or more actor transmission parameters.
Parameter | Value | Description |
---|---|---|
waitInConversation | true , false | Enable wait in conversation |
clearEnterConversation | true , false | Clear transmission on enter conversation |
This is an example of using this action:
<action name='actorTransmission.set'> <parameter name='waitInConversation'>true</parameter> </action>
Start transmissions.
Parameter | Value | Description |
---|---|---|
skip | Skip current transmission part and show the next part if present | |
clear | Clear all transmission parts | |
pause | float | Add a pause to the transmission |
text | string | Add text part to transmission |
text.style | string | Style to use for text. If absent uses style set in behavior |
text.timeout | float | Time in seconds to display text. If absent uses timeout set in behavior |
This is an example of using this action:
<action name='actorTransmission.set'> <parameter name='clear'/> <parameter name='text'>Text shown to the player in a transmission box.</parameter> </action>
Check one or more actor transmission parameters. Action succeeds if all parameter value matches their respective actor transmission parameter otherwise action fails. This action is typically used as first action in a sequence to run the sequence only if a actor transmission parameter matches (or not).
Parameter | Value | Description |
---|---|---|
waitInConversation | true , false | Wait in conversation is enabled |
clearEnterConversation | true , false | Clear transmission on enter conversation |
running | true , false | Transmission is running |
parts.less | integer | Count of remaining parts in transmission is less than integer value |
parts.greater | integer | Count of remaining parts in transmission is greater than integer value |
remainingDisplayTime.less | float | Remaining part display time is less than value seconds |
remainingDisplayTime.greater | float | Remaining part display time is greater than value seconds |
wait | If present action returns BTResult.running instead of BTResult.failed to wait until the checks are all fulfilled |
This is an example of using this action:
<sequence> <action name='actorTransmission.check'> <parameter name='running'>true</parameter> <parameter name='remainingDisplayTime.less'>3</parameter> </action> <!-- actions here run only if transmission is running with less than 3 seconds remaining for the current part --> </sequence>
This behavior adds these behavior tree conditions if behavior tree is present. If behavior has non-empty identifier replace actorTransmission
with actorTransmission(id)
.
Check one or more actor transmission parameters. Conditions returns true if all parameter value match their respective actor transmission parameter. This condition is typically used to run an action or sequence of actions as long as actor transmission conditions are true.
Parameter | Value | Description |
---|---|---|
actorTransmission.waitInConversation | true , false | Wait in conversation is enabled |
actorTransmission.clearEnterConversation | true , false | Clear transmission on enter conversation |
actorTransmission.running | true , false | Transmission is running |
actorTransmission.parts.less | integer | Count of remaining parts in transmission is less than integer value |
actorTransmission.parts.greater | integer | Count of remaining parts in transmission is greater than integer value |
actorTransmission.remainingDisplayTime.less | float | Remaining part display time is less than value seconds |
actorTransmission.remainingDisplayTime.greater | float | Remaining part display time is greater than value seconds |
This is an example of using this condition:
<action name='myAction' id='doing something'> <parameter name='actorTransmissionrunning'>true</parameter> <parameter name='actorTransmissionremainingDisplayTime.less'>3</parameter> <condition>actorTransmission.check</condition> </action>
Same as Behavior Tree Actions.
Same as Behavior Tree Conditions.
This behavior sends these state machine events. If behavior has non-empty identifier replace actorTransmission
with actorTransmission(id)
.
Transmission started. Send if a pause or text part is added while the part count is 0.
Next part in a transmission is shown.
Last part in the transmission finished.
This behavior supports persistency. These parameters are persisted:
Since DragonScript Module Version 1.7
pin Dragengine.Scenery class ObjectElementClass extends BaseActorClass public var ECBehaviorActorTransmission actorTransmission public func new() super("ExampleObject") // the base actor class creates a conversation actor behavior we can use // create actor transmission behavior. uses the BaseGameApp created subtitle box. actorTransmission = ECBehaviorActorTransmission.new(this, getConversationActor()) end end class ExampleAction extends BAAFirstPerson public var ECBehaviorActorTransmission.Instance actorTransmission public func new() end // store the behavior so we can use it protected func void initBehaviors() super.initBehaviors() actorTransmission = ECBehaviorActorTransmission.getInstanceIn(actor) end // at some point trigger a transmission to the player. this example shows a // transmission with two parts. any number of parts can be used but shorter // is usually better. for longer transmissions better use conversation // scripts since there you have much more possibilities. public func void showTransmission(String text1, String text2) // clear transmission if one is running. you can use isRunning() to check actorTransmission.clear() // add two parts to the transmission. transmission starts as soon as one // part is present and ends once all parts have been shown actorTransmission.addPart(UnicodeString.newFromUTF8(text1)) actorTransmission.addPart(UnicodeString.newFromUTF8(text2)) end end
Using element class supporting adding behaviors the behavior can be added like this:
<?xml version='1.0' encoding='UTF-8'?> <elementClass name='MyClass' class='GenericBehaviorElement'> <behavior type='ECBehaviorComponent'/> <behavior type='ECBehaviorCollider'/> <behavior type='ECBehaviorConversationActor'/> <behavior type='ECBehaviorActorTransmission'> <!-- optional: use BaseGameApp sub title. game can add more supported values. default is 'default' --> <string name='subTitle'>default</string> <!-- optional: use behavior tree with id instead of empty string --> <string name='behaviorTree'>second</string> <!-- optional: use state machine with id instead of empty string --> <string name='stateMachine'>second</string> <!-- set element properties. omit property prefix if used inside behavior tag --> <float name='.timeout'>3</float> </behavior> </elementClass>