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Caravel Forum : DROD Boards : Bugs : Speech fails to be attributed
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Nuntar
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icon Speech fails to be attributed (+1)  
Noticed in Entry Point : Guards' Barracks : 3N1E. This room contains seven guards, so the cutscene script uses "Speech at (coordinates)" rather than "Speech Guard" in order to give speech to individual guards.

I walk into the room, activating the cutscene. I then double-click Beethro's portrait. The speech appears correctly, with each line spoken by a guard attributed to "Guard". I step on the pressure plate that allows the guards to move, then double-click Beethro's portrait again. Now the guards' lines are attributed to their coordinates instead of "Guard".

I then tested what happens if I place a roach in the room so that when the guards move, the roach moves onto the square occupied by one of them. Sure enough, one line of speech is now attributed to "Roach".

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50th Skywatcher
01-03-2015 at 03:00 PM
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adS
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icon Re: Speech fails to be attributed (0)  
What is "Entry Point : Guards' Barracks : 3N1E"?

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pauca sed matura
07-29-2015 at 10:25 AM
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skell
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icon Re: Speech fails to be attributed (+1)  
It's a hold in private development.

I mention this issue in here: https://youtu.be/EOcbfPskXSs?t=477

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07-29-2015 at 12:26 PM
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skell
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icon Re: Speech fails to be attributed (+1)  
I now have time to explain it better. In 5.0.1, if you use custom speaker to make a specific entity in a room speak, inspecting the speech log (click Beethro's portrait) you'll see the name of the entity that spoke. If this entity now moves off that tile, inspecting speech log would display coordinates (or whatever occupies the tile at the moment of opening the log) instead in 5.0.1. In 5.0.2 the log remembers who spoke what.

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07-29-2015 at 06:58 PM
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hyperme
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icon Re: Speech fails to be attributed (+1)  
I've tested and can confirm that this is fixed in 5.0.2.1004

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Qzvlkx?
08-10-2015 at 10:30 PM
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