Hey,
I have a cutscene type conversation that only fires in certain situations, but regardless of it firing or not the PC greets the narrator-I want him to stand there looking stupid, I assume this is a very simjple problem and thanks for reading:unsure:
Make him stop saying "Hello"
Débuté par
ginger samurai
, mai 23 2011 08:59
#1
Posté 23 mai 2011 - 08:59
#2
Posté 23 mai 2011 - 09:37
The generic start conversation script does not (as far as I'm aware) give you the choice to turn off the greeting. You need to find a script to start a conversation that does not fire the generic greeting when the conversation starts. I would search NWVault. If you still can't find one, sent me a PM and I'll give you one of mine when I get back in front of the toolset.
#3
Posté 23 mai 2011 - 10:37
If you are firing the convo with ActionStartConversation, there's a parameter within the parentheses for bPlayHello, True/False. Make it false, and there won't be a verbal greeting.
#4
Posté 23 mai 2011 - 10:41
The ActionStartConversation function has a TRUE/FALSE flag that determines whether the character's greeting sound fires. By default it is TRUE:
http://nwn1.nwn2lexi...nversation.html
[Edit: "Missed it by *that* much!"]
http://nwn1.nwn2lexi...nversation.html
[Edit: "Missed it by *that* much!"]
Modifié par DannJ, 23 mai 2011 - 10:42 .
#5
Posté 24 mai 2011 - 01:54
Thanks for the advice, how can I switch over?
gtr_speak_node
This is what I'm using so far,
I'm mostly a cut and paste scripter, and most of my writing doesn't work out yet (more like none, really).
I'm reading the lexicon page on ActionStartConversation - I read the 30 page 'Scripting for Noobs" but that's about it. I can read the stuff but I can't really apply the stuff yet..
This script is a fairly common thing I'll use a lot, so I'll definitely want to get this down.
specifically, its a trigger that they player spawns on, that fires an OnEnter script. I believe I need to switch the gtr_speak_node -?
gtr_speak_node
This is what I'm using so far,
I'm mostly a cut and paste scripter, and most of my writing doesn't work out yet (more like none, really).
I'm reading the lexicon page on ActionStartConversation - I read the 30 page 'Scripting for Noobs" but that's about it. I can read the stuff but I can't really apply the stuff yet..
This script is a fairly common thing I'll use a lot, so I'll definitely want to get this down.
specifically, its a trigger that they player spawns on, that fires an OnEnter script. I believe I need to switch the gtr_speak_node -?
#6
Posté 24 mai 2011 - 04:55
They are talking about the code of the script itsself. The way gtr_speak_node is written, there is no way to set the TRUE/FALSE flag by setting a local variable on the object (the way you set the name of the conversation and those things).
What everyone else is talking about is the actual function in the script that makes the conversation happen. If you do not know how to script, you most likely don't know how to change this in the script.
You can learn how to script (very long way), download LilacSoul's scripting wizard program that makes custom scripts for you (shorter way), or find another conversation script to use (fastest way if you can find one.).
What everyone else is talking about is the actual function in the script that makes the conversation happen. If you do not know how to script, you most likely don't know how to change this in the script.
You can learn how to script (very long way), download LilacSoul's scripting wizard program that makes custom scripts for you (shorter way), or find another conversation script to use (fastest way if you can find one.).
#7
Posté 24 mai 2011 - 05:00





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