Aller au contenu

Photo

NW_FLAG_SPECIAL_COMBAT_CONVERSATION


  • Veuillez vous connecter pour répondre
4 réponses à ce sujet

#1
Batmanis64

Batmanis64
  • Members
  • 84 messages
I would like hostile NPCS to speak a quick barkstring when they see the pc.  What's an easy way to do this?  I assum there must be a variable I can use that's associated with the default scripts.

#2
_Knightmare_

_Knightmare_
  • Members
  • 643 messages
Would be rather simple to do this via making a custom OnPerception script. Are the hostile NPCs around any other NPCs from another faction? Commoners or whatever?

#3
Batmanis64

Batmanis64
  • Members
  • 84 messages
The hostile PCs are not around any commoners, just other hostiles. I can definitely make a custom script, I was just wondering if there was already a built-in variable, like the title of this post suggests, although I can't find the actual location of that constant so I can try it out.

#4
Guest_ElfinMad_*

Guest_ElfinMad_*
  • Guests
I haven't tested but I had a bit of a dig cause I want to do a similar thing. To get this to work I think you just need to put a line into your default spawn in script:

SetSpawnInCondition(NW_FLAG_SPECIAL_COMBAT_CONVERSATION);

Just make up your own variable to make this line conditional, doesn't matter if there is one already (I couldnt see one defined anywhere).

x0_i0_spawncond is where the flags and functions are defined if you want a closer look.

Then you need a one line convo (NPC node only) attached to the creature and the default on perceive script should do the rest.

#5
MasterChanger

MasterChanger
  • Members
  • 686 messages

ElfinMad wrote...

I haven't tested but I had a bit of a dig cause I want to do a similar thing. To get this to work I think you just need to put a line into your default spawn in script:
SetSpawnInCondition(NW_FLAG_SPECIAL_COMBAT_CONVERSATION);
Just make up your own variable to make this line conditional, doesn't matter if there is one already (I couldnt see one defined anywhere).
x0_i0_spawncond is where the flags and functions are defined if you want a closer look.
Then you need a one line convo (NPC node only) attached to the creature and the default on perceive script should do the rest.


I've done something like this before; the only reason I didn't go with it was because it was for a PW and I didn't want it firing repeatedly if a party is perceived.

There's no need to SetSpawnInCond through a script, though. You can just set a variable on the blueprint. I think you'll want int var "NW_GENERIC_MASTER" = 1 (which is NW_FLAG_SPECIAL_CONVERSATION).