gen00tr_talk. Selecting that trigger, and drawing it into the area. Then selecting the
trigger and look using the object inspector. Selecting the local variables to bring up
the list to find TRIG_TALK_SPEAKER variable, and set it to the tag of the
creature you want to talk.
The conversation with the enemy critter is triggered but then after the conversation when battle should commence the enemy and my PC both appear in blackness out in a limbo like place out of the area. I can only see black and if I turn my character I can see the area (underground ruins) and even run to it through the blackness until I am back in the hallways of the ruins again (leaving the enemy).
So, is this a bug or is there a way to set up the trigger to let it know the pc and enemy should be in a specified location?
Addendum:
I created a stage that solved the issue above.
Modifié par Sonmeister, 12 mai 2010 - 01:57 .





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