So, what command do I use to make a quest giver disappear after a conversation and how would it look in a script?
Modifié par Sonmeister, 13 juin 2010 - 03:42 .
Modifié par Sonmeister, 13 juin 2010 - 03:42 .
/*
Type: Script triggered in a conversation.
Owner: cam100_olias.dlg
Desc: Makes Olias move to the party camp exit waypoint and disappear.
*/
#include "utility_h"
#include "creature_tag_h"
#include "plt_ata000pt_atoa"
const string PARTY_CAMP_ENTRANCE_WP_TAG = "cam100wp_entrance";
const string HAPPY_DRINKER_INN_EXT_AREA_NAME = "The Path to the Happy Drinker's Inn";
void main()
{
object oOlias = GetObjectByTag(CAM100_OLIAS_CREATURE_TAG);
WR_SetPlotFlag(PLT_ATA000PT_ATOA, ATA_ATOA_QUEST_GIVEN, TRUE);
// change some flags.
SetObjectInteractive(oOlias, FALSE);
SetPlotGiver(oOlias, FALSE);
// notify about the new area.
ShowAreaUnlockedNotification(HAPPY_DRINKER_INN_EXT_AREA_NAME);
UT_ExitDestroy(oOlias, FALSE, PARTY_CAMP_ENTRANCE_WP_TAG);
}
Modifié par _L_o_B_o_, 12 juin 2010 - 06:19 .
Modifié par _L_o_B_o_, 13 juin 2010 - 09:03 .
Modifié par Sonmeister, 13 juin 2010 - 02:31 .