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End of conversation event (solved)


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#1
Sonmeister

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I want to make my quest giver disappear after the conversation ends.

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 .


#2
_L_o_B_o_

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I have a script that could help you:

/*
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 .


#3
Sonmeister

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So do you just set this up on the "script" part of a conversation line to fire? Or is it a creature script on Olias?



I didn't think to make Alric go non-interactive either - duh. Thanks you gave me some ideas.

#4
_L_o_B_o_

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As you point, it goes on the "script" part of a conversation.

#5
Sonmeister

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So I put the script on the conversation at the end, expecting Alric to walk away but instead as I enter the area he is in, he is already heading for the waypoint and doesn't stop to talk! So do I need to put something in the "parameter" and if so, what?

#6
_L_o_B_o_

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Maybe Alric has decided to leave his job as quest giver and become a hero, who knows...:bandit:

Just joking :D

It looks like you have been doing some tests somewhere else (creature script?). Maybe you have not deleted those old code lines and they are making Alric to move when he spawns.

To be sure, try a PrintToLog() statement in the script to check that it is being executed when you enter the area. If you read the log after entering the area and your script has not been executed, then it is ok and you'll have to search for the problem in other place.

Modifié par _L_o_B_o_, 13 juin 2010 - 09:03 .


#7
Sonmeister

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I'm cleaning up because I've tried so many things and going back to the start. Do you think a stage would interfere with him moving since it sets his position?

Modifié par Sonmeister, 13 juin 2010 - 02:31 .


#8
_L_o_B_o_

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I think it shouldn't if the script is attached to a [END DIALOGUE] line.

#9
Sonmeister

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I was trying to attach the script to a line towards the end with dialogue. So I tried two things and both of them worked. I attached it to the root node 'end of conversation' and [END DIALOGUE] and both worked fine. So, thanks LoBo.