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Issue with talk trigger and hostility


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#1
sea-

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Right, I'm setting up a situation where the player can't pass a certain point until he bribes/attacks/persuades/etc. someone.  Everything was working just fine up until I added a talk trigger to the mix.

For whatever reason, whenever the talk trigger is present and working, the desired NPCs won't turn hostile when I trigger them to, whether by script or in the conversation itself.  I thought it might be because the talk trigger was still present, so I set a plot flag and made sure it was destroyed on command, but that doesn't seem to trigger properly either.  For whatever reason, these NPCs who were attacking just fine earlier, have no interest in doing so now.

Anyone got any ideas?  Is this a known issue with talk triggers or something?

EDIT: It seems the talk trigger isn't to blame, or at least the issue persists when it's disabled.

I am honestly at a loss.  There's just nothing there that should be outright preventing the team from turning hostile, either via script or conversation.

Modifié par sea-, 22 mars 2011 - 06:29 .


#2
Apolyon6k

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How did you configure the trigger? Is it always on or triggered just once?
If it is always on, every object that enters the trigger zone triggers the dialogue, that can cause many problems like in my case ambient dialogue not working right because the companion enters the zone and triggers the dialogue again.

If that wasn't it I unfortunatly havn't had enough experience with triggers to give you more help.

Interesting blog by the way ;)

#3
sea-

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The trigger is set to repeat until a plot flag is activated (either the player is allowed passage or attacks), in which case it becomes disabled again. The reason for this is so the player can't pass through it. I use a stage during the conversation to place the player just behind the trigger so there's no way to get through until a decision is made.

At this point I don't think it's the trigger, but in that case I have absolutely no idea why the NPCs won't turn hostile. I had it working last night, until I went to add the stage, the trigger, and a few changes to the conversation as a whole, but it's nothing that should interfere.

Thanks for the comment too, nice to hear people are in fact paying attention to what I write.

#4
sea-

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Never mind me. I have no idea why, but when I re-added the NPCs to the area, they went properly hostile again. The team numbers on all of them were correct, as were their tags, so I'm not sure what this fixed. In any case, thanks for the suggestions.

#5
Apolyon6k

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Could you post the script for the attack. I have a conversation where a companion turns hostile and attacks. It works as I intended it.

edit: Nevermind ;)

Modifié par Apolyon6k, 22 mars 2011 - 07:20 .


#6
sea-

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I've had a couple of weird situations with conversations in the past, where they didn't work properly unless I copied all of the text and redid all the conditions, even if they were identical in the end. Could be a bug related to exporting, even, who knows. Once again, thanks for your help.

#7
Proleric

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The wiki advice on exporting the area (bullet #3) may be relevant.

I had no end of problems with teams until I understood that nuance.

Modifié par Proleric1, 23 mars 2011 - 09:24 .