Hard Light Productions Forums

Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: KappaWing on October 18, 2008, 08:51:57 pm

Title: .wav, .ani, and persona.
Post by: KappaWing on October 18, 2008, 08:51:57 pm
Alright I understand the .wav and .ani fields, but with these filled in, what does the persona field actually do?  :confused:
Title: Re: .wav, .ani, and persona.
Post by: FUBAR-BDHR on October 18, 2008, 09:07:36 pm
Looks like a way to keep messages from fighters and bombers to be the same for the built in messages the same as the ones in the message editor.  Not really sure though.  Best guess would be that if you set say Gamma 1 to persona x in the ships editor then all you need to do in the message editor is set the same persona for the message to get the same built in ani.    Just a guess though.
Title: Re: .wav, .ani, and persona.
Post by: KappaWing on October 18, 2008, 09:09:04 pm
If that is true, then which field overrides the other? the ani or the persona?
Title: Re: .wav, .ani, and persona.
Post by: FUBAR-BDHR on October 18, 2008, 09:23:13 pm
Well this is what the docs say:

Quote
Persona indicates which "character" is speaking. It corresponds to the the personas set in the Ships Editor, and also allows choices like Support Ship. Pick whichever one is appropriate. When you pick a new built-in wave file or click on Update Stuff, the ANI File and Persona are both updated to the correct values for that wave file. If a fighter or bomber is going to send such a message, set the persona in the Ships Editor to match so that chatter messages will have the same face and voice.

So it looks like whenever you set a ani file in the event editor for a particular persona and then hit update stuff it will give the random messages for any ship with that persona the same ani file and voice.  I understand how the ani file would be useful but how it tries to to implement the voice I don't know. 
Title: Re: .wav, .ani, and persona.
Post by: KappaWing on October 18, 2008, 09:35:37 pm
I think you're right. Thanks!  :)