I've used OpenInventory enough times to know it does work but this particular issue just won't fire.
ISSUE
A placeable with a conversation, with an option in the conversation to open up the inventory of the placeable. The OnUsed event fires the script noted below to start the conversation.
void main()
{
object oPC = GetLastUsedBy();
if (oPC == OBJECT_INVALID)
{
oPC = GetClickingObject(); // for doors that fail to open
}
if (oPC == OBJECT_INVALID)
{
SendMessageToPC(GetFirstPC(), "ERROR: null user in talk event");
}
ActionStartConversation(oPC);
}
I am unable to get the container I'm having a conversation with to open its inventory with the ACTIONS TAKEN TAB.
Here's what I've tried -
void main()
{
// INVENTORY TEST
// NOTHING BUT HAD TO TRY
object oTarget = GetObjectByTag("MIXING_CONTAINER");
OpenInventory(oTarget, GetFirstPC());
// NOTHING BUT HAD TO TRY
AssignCommand(GetFirstPC(), OpenInventory(GetObjectByTag("MIXING_CONTAINER"), GetFirstPC()));
// NOTHING BUT HAD TO TRY
AssignCommand(GetObjectByTag("MIXING_CONTAINER"), OpenInventory(GetObjectByTag("MIXING_CONTAINER"), GetFirstPC()));
// OPENS PLAYER'S INVENTORY INSTEAD ...
DelayCommand(0.5, AssignCommand(GetFirstPC(), OpenInventory(OBJECT_SELF, GetFirstPC())));
// FIRES CONVO AGAIN ...
DelayCommand(0.5, AssignCommand(GetFirstPC(), ActionInteractObject(GetObjectByTag("MIXING_CONTAINER"))));
}
Is it even possible to do?
FP!
Modifié par Fester Pot, 15 juin 2011 - 04:33 .





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