[HELP] How do I make Betty speak?
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[HELP] How do I make Betty speak?
Hi,
I LOVE Betty That's why I wish she would announce a lot more conditions and situations in the ship. The soundfiles are there, I found them. But how do I use them? How do I make BETTY say something, appropriately in the respective language and with the respective sound ("normal" etc.), which is why "PLAY_SOUND" fails. I have dealt with "SPEAK" a bit, but I can't find my way around.
Can someone kindly make ONE example where Betty speaks anything? For example, just "ATTENTION" (that is the "1" as a file)...
I think that this could become a nice MOD, there are so many ideas, and a lot of it is just hard work. Many thanks for answers!
Greetings Schmollo aka Trajan from Olb
I LOVE Betty That's why I wish she would announce a lot more conditions and situations in the ship. The soundfiles are there, I found them. But how do I use them? How do I make BETTY say something, appropriately in the respective language and with the respective sound ("normal" etc.), which is why "PLAY_SOUND" fails. I have dealt with "SPEAK" a bit, but I can't find my way around.
Can someone kindly make ONE example where Betty speaks anything? For example, just "ATTENTION" (that is the "1" as a file)...
I think that this could become a nice MOD, there are so many ideas, and a lot of it is just hard work. Many thanks for answers!
Greetings Schmollo aka Trajan from Olb
Mein Traum vom Glück ist der Traum von einer anderen Menschheit. (S. Lem)
Re: [HELP] How do I make Betty speak?
does this work?
where X = betty's page id in the language files
and Y = the line id that you want her to speak.
Code: Select all
<speak actor="player.computer" page="X" line"Y" />
and Y = the line id that you want her to speak.
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.
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Re: [HELP] How do I make Betty speak?
Hey Kuertee, thanks again.
That worked. But is there any way to make the further execution stop exactly until the speech sample is finished? Because if I put two in a row, then only the second one is spoken, presumably because the first one is "spoken over"... I looked at the parameter "delay" in "speak text", but there is only a small pause at the beginning, it says... I can't just measure a delay and set it via "delay", because that should work differently in different languages, that wouldn't be right somehow...
Any ideas?
Besides - as always - another small question. I wanted to insert a UI sound from the Ego library with:
Unfortunately nothing can be heard, maybe I'm doing something wrong with the syntax again?
Thanks already.
Greetings Schmollo
Translated with www.DeepL.com/Translator (free version)
That worked. But is there any way to make the further execution stop exactly until the speech sample is finished? Because if I put two in a row, then only the second one is spoken, presumably because the first one is "spoken over"... I looked at the parameter "delay" in "speak text", but there is only a small pause at the beginning, it says... I can't just measure a delay and set it via "delay", because that should work differently in different languages, that wouldn't be right somehow...
Any ideas?
Besides - as always - another small question. I wanted to insert a UI sound from the Ego library with:
Code: Select all
<play_sound sound="notification_encyclopedia_entry" type="ui"/>
Thanks already.
Greetings Schmollo
Translated with www.DeepL.com/Translator (free version)
Mein Traum vom Glück ist der Traum von einer anderen Menschheit. (S. Lem)
Re: [HELP] How do I make Betty speak?
I'm surprise <speak /> doesn't have the "hidechoices" property of <add_npc_line />. "hidechoices" allows multiple <add_npc_line /> in a row - queueing each voice line properly.
Try <add_npc_line page="x" line="Y" hidechoices="true" />.
You may need to look at what other properties are required for it.
That one, I can't help, actually.......Unfortunately nothing can be heard, maybe I'm doing something wrong with the syntax again?Code: Select all
<play_sound sound="notification_encyclopedia_entry" type="ui"/>
I've not used play_sound.
And it does look like you've used its properties properly.
Have you looked at how its used by Egosoft in the base folders?
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.
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- Posts: 544
- Joined: Wed, 4. Feb 04, 21:39
Re: [HELP] How do I make Betty speak?
Thank you very much! I have now pulled out ASTROGREP - what a great tool! I was able to find the error with it. The call name belongs in single inverted commas, like this:
That's how I'm going to search for Betty
Greetings Trajan from Olb
Code: Select all
<play_sound sound="'notification_encyclopedia_entry'" type="ui"/>
Greetings Trajan from Olb
Mein Traum vom Glück ist der Traum von einer anderen Menschheit. (S. Lem)