Aller au contenu

Photo

Missing a lot of the built in triggers


  • Veuillez vous connecter pour répondre
5 réponses à ce sujet

#1
Eguintir Eligard

Eguintir Eligard
  • Members
  • 1 832 messages
http://social.biowar...1/index/2570663

based on the advice of the very last post in that thread, I tried to filter for that trigger.

I actually only have 3 total triggers from the DA toolset, where are all the rest?

gen_tut_enemyrank
gentr_ambient
gentr_look_here

what good is just this?

#2
Jonathan Seagull

Jonathan Seagull
  • Members
  • 418 messages
Instead of filtering, you might try just clicking on "Triggers" in the Palette window (it's the blue diamond thing). I think that should show all of the ones used. The gen00tr_talk trigger should be directly in the _Global folder.

#3
Eguintir Eligard

Eguintir Eligard
  • Members
  • 1 832 messages
thats what i did. that is the entire list of global functions unfiltered

#4
Eguintir Eligard

Eguintir Eligard
  • Members
  • 1 832 messages
Yes for some reason I have all the scripts globally but hardly any triggers.

Also, is there a setting to make the trigger fire a convesation file, without specificying an npc? TRIG_TALK_DIALOG_OVERRIDE seems to be the logical choice but i put in my conversation file name and it doesnt go.

It needs to be non specific as these triggers will fire different conversations for the same party members through the game.

I got it to work now using what I believe is an inellegant solution by using an invisible dialogue object i created and setting its conversation to the party talk. Is this necessary or can I do what I want with just the trigger variables as I've asked?

Modifié par Eguintir Eligard, 01 septembre 2010 - 05:29 .


#5
TimelordDC

TimelordDC
  • Members
  • 923 messages
There are only three triggers and you don't need any of those anyway. Only the scripts tied to them are of any interest as you can specify those same scripts for your triggers.



To fire different conversations through the game, you add the different nodes into the conversation file itself and set the appropriate conditions using plot flags. The nodes have to be organized in a top-down approach so that the ones without any conditions are at the bottom. The game then fires off the correct node based on the condition set for that node.

The TRIG_TALK_DIALOG_OVERRIDE can be used to fire triggered conversations that aren't integrated into the conversation file.

#6
Eguintir Eligard

Eguintir Eligard
  • Members
  • 1 832 messages
I think I'll just use my talker placeable then. I dont want to have a ridiculously long conversation file with the add work of plots and the entire games conversations all in a single file that could get messed up if an error occurs.



The override didnt seem to work for me or that would be a good option too.