I know how to spawn in creatures using scripts. Mostly I do this to spawn in monsters to attack.
But is it possible to spawn in NPCs using scripts, and have them use a specific conversation that you specified beforehand? This way it saves on the number of creatures on the palette.
I think I have seen people hint at this, but can't seem to find it.
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Scripting NPCs with conversations....
Débuté par
datamaster
, mai 17 2011 07:49
#1
Posté 17 mai 2011 - 07:49
#2
Posté 17 mai 2011 - 08:40
It is possible yes. One way to do it would be to alter the default OnConversation script (such as nw_c2_default4). The trade off is that you will probably end up with a large convoluted script.
You'd have to do quite a bit of checks to make sure the right NPC uses the right conversation.
e.g. you have one npc in one area you could do:
if (GetTag(OBJECT_SELF) == "NPC1" && GetArea(OBJECT_SELF) == GetObjectByTag("Area51"))
{
ClearAllActions(TRUE);
BeginConversation("con res ref here");
}
But you could run into some problems. If you had 2 generic NPCs in the same area with the same tags then you'd have to add further checks like if they were closest to a particular object or something.
So this is just one way off the top of my head. Hope it helps and good luck.
You'd have to do quite a bit of checks to make sure the right NPC uses the right conversation.
e.g. you have one npc in one area you could do:
if (GetTag(OBJECT_SELF) == "NPC1" && GetArea(OBJECT_SELF) == GetObjectByTag("Area51"))
{
ClearAllActions(TRUE);
BeginConversation("con res ref here");
}
But you could run into some problems. If you had 2 generic NPCs in the same area with the same tags then you'd have to add further checks like if they were closest to a particular object or something.
So this is just one way off the top of my head. Hope it helps and good luck.





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