I've been working on a module for some time that has 2 companions with the player. Everything has been going fine but recently 2 new conversations that I put in, sort of 'flash in' then cancel out, without putting any dialogue.
My current situation is loading a new area and firing the conversation. The NPC speaker is the companion in the party, I've done a script through On client enter, on enter. Both of those didn't work so I tried using the default speak trigger placement, filled in the variables and the same thing happened.
I'm not sure if I'm doing something wrong regarding conversations while having companions along but it's starting to get frustrating and I can't find much more ways to debug it.
(The PC character was being used the whole time)
If anyone knows anything about this or has experienced this be for, help would be appreciated.
Thanks,
Ixion.
Starting Conversations
Débuté par
IxionReborn
, mars 30 2011 06:23
#1
Posté 30 mars 2011 - 06:23
#2
Posté 30 mars 2011 - 08:13
I had a similar problem - I came up with this script - it goes on enter of a trigger - see if it helps (you have to put your own npc name in...
#include "ginc_cutscene"
void main()
{
object oPC = GetEnteringObject();
object oTaspic = GetObjectByTag("companion_tag");
if(GetLocalInt(OBJECT_SELF, "DoOnce") == TRUE) return;
SetLocalInt(OBJECT_SELF, "DoOnce", TRUE);
MakeConversable(oTaspic, FALSE);
ClearPartyActions(oPC, TRUE);
if (GetIsPC(oPC) == FALSE)
{
object oLeader = GetFactionLeader(oPC);
AssignCommand(oLeader, ClearAllActions(TRUE));
AssignCommand(oLeader, JumpToObject(oPC));
}
AssignCommand(oTaspic, ActionStartConversation(oPC, "", TRUE, FALSE, TRUE, FALSE));
}
#include "ginc_cutscene"
void main()
{
object oPC = GetEnteringObject();
object oTaspic = GetObjectByTag("companion_tag");
if(GetLocalInt(OBJECT_SELF, "DoOnce") == TRUE) return;
SetLocalInt(OBJECT_SELF, "DoOnce", TRUE);
MakeConversable(oTaspic, FALSE);
ClearPartyActions(oPC, TRUE);
if (GetIsPC(oPC) == FALSE)
{
object oLeader = GetFactionLeader(oPC);
AssignCommand(oLeader, ClearAllActions(TRUE));
AssignCommand(oLeader, JumpToObject(oPC));
}
AssignCommand(oTaspic, ActionStartConversation(oPC, "", TRUE, FALSE, TRUE, FALSE));
}
#3
Posté 30 mars 2011 - 10:54
It didn't work, used it as a trigger, same thing happened. :\\
#4
Posté 31 mars 2011 - 01:51
Is there some property or effect on the NPC that makes it non-conversable? Did you set the speaker tag on the first node of the convo? Is it correct?
#5
Posté 31 mars 2011 - 02:59
Yep its on the node and everything :\\ It cancels it out in a split seconds and all theyre doing is entering an area,
No heartbeat scripts or anything crazy at all.
No heartbeat scripts or anything crazy at all.
Modifié par IxionReborn, 31 mars 2011 - 03:00 .
#6
Posté 31 mars 2011 - 10:04
So I found out the generic speak trigger works, the reason why I didn't see it was because ALL companions have to walk through the trigger to start the conversation.
So does anyone know how to bypass this so just the PC activates it?
So does anyone know how to bypass this so just the PC activates it?
Modifié par IxionReborn, 01 avril 2011 - 01:09 .





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