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Posted (edited)

I'm having an issue where dialogue is happening from too far away. I'll have a captive or an escort and they start doing their unnaware and active dialogue well before the player can see them. Like, as soon I reach the floor and the dialogue gets lost int he hubbub of combat. Is it something in MY settings or is it some other issue and I need a different stage?

Edited by SirArthurIV
Posted

I don't think this is a problem specific to you. I feel like in-game, the unaware dialog and active dialog makes sense. The NPC tends to speak when you are near and when line of sight is hit, they fire off their active dialog.

In AE missions, it seems like unaware and active fires off when you enter the map. Or when the NPC spawns in response to some condition, unaware and active fires off immediately.

It is annoying.

 

But I want to say that ive seen it work, depending on the map. I wish I could give better data for you.

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Posted
7 minutes ago, SirArthurIV said:

Alright then. I'll test it on various maps, but I will try not to include any vital information in it.

 

Yeah, I tend to see how dialogue tests, and if it fires off reasonably, that's good. Otherwise I push it into the completion text stage or rely on Clue Text (but I would prefer things to work the way the architect interface implies)

Posted (edited)

The problem of some unaware dialogue (feels like "most") firing off the second you enter the mission was a problem that cropped up during Live and has persisted ever since.  I don't know if they know what causes it and it's too hard/time consuming to fix, or don't even know why it does this. 

 

It too has spoiled a couple of my jokes.  Such is life, sigh.

 

ETA: whenever I'm messing with maps for this, I start by testing it with all the dialogue blanks filled in with their label, "UNAWARE DIALOGUE," "AWARE DIALOGUE," "PLAY INFLICTS DAMAGE," etc.  Then I run a test and see what's popping up where and when, and if it's going to work for my plans; then I adapt and try to make my plans work for it.  I hope you have good luck!

Edited by Clave Dark 5
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Posted
5 hours ago, SirArthurIV said:

Is it something in MY settings or is it some other issue and I need a different stage?

 

4 hours ago, sponazgul said:

In AE missions, it seems like unaware and active fires off when you enter the map. Or when the NPC spawns in response to some condition, unaware and active fires off immediately.

It is annoying.

 

It seems that if you really want to hold off dialog from showing up, you have to setup triggers (clicking or destroying an object) to spawn npcs that you want to talk at a certain time. 

 

And, yeah, it should be corrected for when a character comes within a set range of a group like it does on non-AE missions, but no telling when this will be fixed.

Players have been pointing it out for a long time at this point.

 

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If someone posts a reply quoting me and I don't reply, they may be on ignore.

(It seems I'm involved with so much at this point that I may not be able to easily retrieve access to all the notifications)

Some players know that I have them on ignore and are likely to make posts knowing that is the case.

But the fact that I have them on ignore won't stop some of them from bullying and harassing people, because some of them love to do it. There is a group that have banded together to target forum posters they don't like. They think that this behavior is acceptable.

Ignore (in the forums) and /ignore (in-game) are tools to improve your gaming experience. Don't feel bad about using them.

Posted

In my first arc it only happened on the first rescue captive then behaved normally for the rest of the rest of the captives, even though they all spawned at the same time....

 

When I tie it to spawn on a different objective it speaks when the first objective is completed regardless of distance. This requires further testing.

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