I'm not sure if this belongs in scripting, toolset or here but, since it relates to PWs I'll try here first.
I want PCs to be able to roam about town talking to whomever they choose without affecting the other PCs' conversations. Thus, I must set the Multiplayer Cutscene setting of NPCs' conversations to FALSE. If it's set to TRUE all PCs become unusable until the discussion is over - not very conducive to interaction and exploring.
However, and this is my problem, if MP Cutscene is set to FALSE PCs can press Esc and abort the conversation. In many cases this is not a problem but in some key conversations it can be very detrimental, even to the point of cutting off a quest. There is an Abort Conversation script event but that's not always going to get a conversation back to where it was aborted from (perhaps with all the variables that are still to be set by the conversation.
How can multi-player PW conversation interactions be set up so that multiple conversations can occur in an area or areas that cannot be aborted by the player?
MP conversations
Débuté par
El Condoro
, févr. 02 2011 12:06
#1
Posté 02 février 2011 - 12:06
#2
Posté 02 février 2011 - 04:38
I've always assumed the "interruptible" checkbox on a creature controlled that behavior. I haven't tested it, but have you fiddled with that option in creature properties? If that doesn't work, unless there's another option we're overlooking, you'll have to figure out a solution with scripting. Perhaps making players uncommandable while in a conversation.
#3
Posté 02 février 2011 - 08:16
Conversation Interruptible doesn't seem to do anything. The idea of 'holding' the PC during a conversation is worth exploring - something on the opening node that affects GetPCSpeaker().
#4
Posté 03 février 2011 - 10:48
I haven't been able to solve this one. I don't have great scritping skills so interrogating a script like x2_inc_cutscene, which has a CutDisableAbort() command doesn't get me far. This script is for cutscenes, anyway, and I am working with a normal conversation.
There must be a way to prevent PCs aborting a conversation that is not a cutscene, but is a NWN1 style.
There must be a way to prevent PCs aborting a conversation that is not a cutscene, but is a NWN1 style.
#5
Posté 03 février 2011 - 12:23
It seems the best (only?0 way is to not use NWN1 style conversation and not have the conversation as multiplayer cutscene. Testing shows it allows a conversation between the NPC and the PC without affecting other PCs in the area, although they can see barkstrings of the conversation. Best of all, the cutscene cannot be escaped from.





Retour en haut






