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Moving a Quest Giver after conversation and getting QG to talk (solved)


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#1
Sonmeister

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1. I have a quest giver that I set an animation on the end of the conversation to walk towards the PC and exit.  It works great until you leave conversation mode then the QG (quest giver) ends up back in his starting position.  What do I need to do to make him disappear so he doesn't end up back where he started?

2.  I have a second instance of a QG that appears after a plot flag is set in a different area and expected the next part of the conversation to start but when you walk up to him and click on him nothing happens.  Do I need a trigger or does the second instance even know to use the dialogue?  (As I asked this I realized I hadn't tried the trigger to initiate so I will be doing that while I wait for a response).  Thanks!

EDIT: So far the trigger idea isn't working.  No response from the QG.
2nd EDIT:  So after investigating the Variables on the Area Trigger I found TRIG TALK SET PLOT and TRIG TALK SET FLAG and used them to get my #2 question solved.  I still need help with #1 though !!!

Modifié par Sonmeister, 13 juin 2010 - 03:44 .


#2
AmstradHero

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In order to solve problem 1, you're going to have to create a new plot flag and set it at the end of your conversation. Then in the plot script, you're going to have to move the QG to the desired location (or to a waypoint at the desired location) when that plot flag is set. The problem is that character positions are not maintained from cutscenes, but only maintained from the character locations for the specific stage used by the conversation.



Also, to clarify your question 2, every instance of a creature blueprint uses exactly the same dialogue file. If you're going to reuse a blueprint in multiple areas, then you either need to have appropriate plot flags set (and conditionals in the conversation) and/or use a talk trigger with variables to get the "correct" dialogue.

#3
Sonmeister

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Actually I had tried making a new plot flag and set it at the end of the conversation and then scripted a move to a waypoint as you suggested and he wouldn't budge. So why do you think he wouldn't move. This is the portion of script.



case SILVER_MOVE_ALRIC:

{

WR_SetPlotFlag(PLT_SILVER_SWORD, SILVER_MOVE_ALRIC, TRUE);



object oAlric = UT_GetNearestCreatureByTag(oHero,ALRIC_VIA);

UT_QuickMoveObject(oAlric,"three_wp",TRUE);

break;

}






#4
Proleric

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Try removing WR_SetPlotFlag. If I've understood correctly, the conversation has already set the plot flag, so it's redundant. I suspect it causes an endless loop by triggering the case again. If I'm right, UT_QuickMoveObject is never executed, because the loop will eventually time out.

#5
AmstradHero

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If Alric is a party member, then that won't work (I guess we can't issue scripted move commands to party members?).
As for other options...
1. You could try having a cutscene after your dialogue finishes and have its ending script issue the move command.
2. You might be able to use blank line with a new stage to "set" his new position.
3. You could use Rubber_SetHome() to set Alric's new desired position and then issue a Rubber_GoHome() to make him walk back to it and stay there.

Edit after seeing Proleric's post (for some reason it didn't appear until after I posted): I thought that other plot scripts were initiated after this plot flag was set, and hence the move command may still be issued?  Regardless, it will be causing a loop - don't set the same plot flag upon detecting that plot flag has been set.

Modifié par AmstradHero, 13 juin 2010 - 12:50 .


#6
Sonmeister

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I had already realized the redundant plot flag command and it still didn't work. I'm still working on this and will update if I get anywhere. Thanks guys.

#7
Sonmeister

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LoBo gave me a script on a different thread that worked after I figured out where to put it.