Something I noticed from yesterday that I really didn't think much about, since I had an alternative. When I started my cutscene testing, I had a speaktrigger down, and in the variables screen I had run set to -1, which according to jackyo's custscene tutorial means the NPC should stay in place. However, whenever my trigger would... well trigger, the NPC would walk over to the PC, even though I didn't want nor want the PC in the scene at all. I circumvented this by using an NPC right next to my PC, which then started the conversation between two other NPCs further away.
This alternative worked, but is there some glitch with the Run variable not doing what it should be doing?
(jackyo's cutscene tutorial I was following)
http://nwvault.ign.c...ls.Detail&id=65
"
Run - *VERY IMPORTANT*. The value choices are:
-1 : means that the Npc stays EXACTLY where he is when the convo starts. He does NOT approach the PC.
0 : means the NPC walks up to the PC when convo starts.
1 : means the NPC runs up to the PC when convo starts.
2 : means NPC 'jumps' to PC's location when convo starts (useful in certain situations)."
Perhaps I missed something... I tried it several times, with the same results. The triggered method via NPC worked though, and in fact my PC and triggering NPC were all the way across the area, and it didn;t have any probelms... so perhaps I shuld just stick with that method.
Problem with SpeakTrigger
Débuté par
Pompeii69
, juin 27 2011 08:25
#1
Posté 27 juin 2011 - 08:25
#2
Posté 27 juin 2011 - 08:42
Be sure the type of value is respected.
String for value like name.
Int for numbers.
Check a new speaktrigger to see wich one need to be integer and wich one need to be strings.
String for value like name.
Int for numbers.
Check a new speaktrigger to see wich one need to be integer and wich one need to be strings.
Modifié par Shallina, 27 juin 2011 - 08:42 .
#3
Posté 27 juin 2011 - 09:21
AFAIK, you would need to change the Conversation Distance in the Campaign properties (if you are not using a campaign, I suggest you do, it adds in a lot of added options - you can have a campaign made of only a single module). I have my distance set to 999 and can fire off convos from anywhere within an area, no matter where the PC is at. Otherwise the NPC has to close to the standard "allowed convo distance" (which is like right next to the PC) in order to fire the convo.
#4
Posté 27 juin 2011 - 11:21
There are two variables that need to be set. You have to make sure that Run is set to -1, and that TalkNow is set to 1. Run seems to override TalkNow, so if it's not -1 then TalkNow is ignored (even if set to 1).
As Knightmare mentioned, there is also a limit to how far away someone can be before a TalkNow conversation fires. It's good to know that you can change the default distance though (thanks Knightmare!).
Interestingly though, the distance only applies to the conversation being initiated by the owner. Once it's up and running, you can include anyone else in that area in the conversation, regardless of how far away they are. However the conversation will abort if you move too far away from the conversation owner.
As Knightmare mentioned, there is also a limit to how far away someone can be before a TalkNow conversation fires. It's good to know that you can change the default distance though (thanks Knightmare!).
Interestingly though, the distance only applies to the conversation being initiated by the owner. Once it's up and running, you can include anyone else in that area in the conversation, regardless of how far away they are. However the conversation will abort if you move too far away from the conversation owner.
#5
Posté 27 juin 2011 - 11:46
This is something else about speak triggers that I found to be the case back in 2007:
A speak trigger in an exterior area cannot be set to both TalkNow and NWN-1 style. If it is then the first line of the conversation fires but then the rest does not. Using a NWN2 style conversation fixes the problem, as does allowing the character to walk or run up (Run set to 0 or 1, respectively and TalkNow set to 0). Oddly this is not a problem in interior areas.
Regards
A speak trigger in an exterior area cannot be set to both TalkNow and NWN-1 style. If it is then the first line of the conversation fires but then the rest does not. Using a NWN2 style conversation fixes the problem, as does allowing the character to walk or run up (Run set to 0 or 1, respectively and TalkNow set to 0). Oddly this is not a problem in interior areas.
Regards
#6
Posté 28 juin 2011 - 03:12
I never attempted anything campaign related... Guess I have some reading to do...
#7
Posté 29 juin 2011 - 05:46
Pompeii69 wrote...
I never attempted anything campaign related... Guess I have some reading to do...
The Toolset How To thread includes specific instructions on how to convert a module to campaign. Modules are fine for NWN1, but campaigns are better in NWN2.
Regards
#8
Posté 29 juin 2011 - 08:54
I just wanted to add, I have used the -1 setting quite often, and never had any issue.
I think the relevant post made above is that this value must go in the Int field, not the String field or anywhere else. (In fact, I think that's a good way to corrupt a Speak Trigger).
That is the only conditional I have ever needed to change, to make the speaking NPC remain in one spot.
Harumph!
I think the relevant post made above is that this value must go in the Int field, not the String field or anywhere else. (In fact, I think that's a good way to corrupt a Speak Trigger).
That is the only conditional I have ever needed to change, to make the speaking NPC remain in one spot.
Harumph!
#9
Posté 30 juin 2011 - 03:49
Dorateen wrote...
I just wanted to add, I have used the -1 setting quite often, and never had any issue.
I think the relevant post made above is that this value must go in the Int field, not the String field or anywhere else. (In fact, I think that's a good way to corrupt a Speak Trigger).
That is the only conditional I have ever needed to change, to make the speaking NPC remain in one spot.
Harumph!
The -1 was indeed put in the Int field. Surprisingly enough, put the -1 in there and hit tab and it automagically populates the numerical fields, leaving the stringvalue field blank.
I'm fairly certain I had everything entered correctly, seeing as I followed the tutorial step by step, and tried it multiple times. But it could just be that my speaktrigger was indeed too far away.





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