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Help with hostile NPC starts conversation


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#1
Monkworks

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When the facton drops low enogh for the NPC to attack..just start coversaton.

Can anyone point me in the rigth direction? I want a conversation to start when the NPC becomes hostile. But finding this harder than antisipated. Thanks!


"If" condition on negative faction on the NPC perceve would starts conversation? would this be the way?

Must be an easir way ..

Modifié par Monkworks, 02 avril 2011 - 02:22 .


#2
Lugaid of the Red Stripes

Lugaid of the Red Stripes
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The thing is, hostile NPCs won't talk, they attack. You need to start the conversation before they turn hostile, and then have something in the conversation that pushes them the extra bit to hostile.
What exactly is happening to make your NPCs hostile? PC pickpocketing, attacks, or scripted plot actions?

#3
Monkworks

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yep,

I have a town. The town guards have a complicated Onperceve I created to handle a few different things that can happen. That works great.However, yea the issue revolves around the pickpocketing.. I have a jail system set up. The guards know to watch for somethings that will land a PC in the jail this is all handled on perceive -the guards are not getting hostile.. But once PC fails a pickpocket guards attack...when I just want them to put the pc in jail for the night..


Becuase the towns folks faction will go negative when the pick fails...I cant even set a veriable to handle it antoher way. I guess I need to figure out a way to switch to another  faction for the convo to start... maybe if I rase the base faction from the start... and from perceve call the conversation once the right faction level has been reached  ..but how do you call an If statment like that?. Right now I have 16 set for the faction and gives some room for picking  the PC can fail 2 or 3 times before they go red


Another idea i have to to use On inventory Disturbed some how call the change of faction from the fail in essance changeing the guards faction to a dummy one and forceing the convo witht he pc..

Modifié par Monkworks, 02 avril 2011 - 03:07 .


#4
Lugaid of the Red Stripes

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You'll have to do a custom on-inventory-disturbed script to handle the pickpocketing, and make sure it's set on all of your NPCs. You can put the conversation stuff in that script.

#5
Monkworks

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ok good thanks

#6
Monkworks

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I have this one figured out and working now. Yes you need to use the On inventory Disturbed..the easiest way to test this was to create a journal entry . once a fail was reached. add the journal entry and few other things like made the NPC move away shouting for help!. On the On inventory Disturbed fail called my main guard conversation witch recognises the journal entry as something the pc should go to jail for... and we now have control over the pickpocketing..thanks!! 

Modifié par Monkworks, 02 avril 2011 - 10:58 .