OK, Im having a hard time getting a coffin to fire a conversation when used. Its set as usable, has a unique name and tag but no go. Is there some trick I need to know? Please?
placeable converations, make my beer talk to me?
Débuté par
christinetooley
, août 11 2011 05:02
#1
Posté 11 août 2011 - 05:02
#2
Posté 11 août 2011 - 05:27
The placeable needs the gp_talk_object script placed in it's OnUsed event (it's a built in script). The placeable also needs At least 1 hp, some dont have hp by default. You might also want to set it as plots it's not destroyed.
Once you do that, your characters can wonder if it's the beer talking, or those pink elephants!
Once you do that, your characters can wonder if it's the beer talking, or those pink elephants!
#3
Posté 11 août 2011 - 06:52
I have also used the script nw_g0_convplac in the on used script. Have you ever used that one Kamal? If so, have you found gp_talk_object to be better?
#4
Posté 11 août 2011 - 11:57
Gp_talk_object has never failed for me, so I didn't even know there was an alternative.
Could nw_g0_convplac perhaps be a leftover from NWN1?
Could nw_g0_convplac perhaps be a leftover from NWN1?
#5
Posté 12 août 2011 - 09:58
both functions are virtually identical - with slightly different syntax. and they both use
nw_g0_convplac: ActionStartConversation(GetLastUsedBy());
gp_talk_object: object oPC = GetLastUsedBy();
ActionStartConversation(oPC);
Syntax.
nw_g0_convplac: ActionStartConversation(GetLastUsedBy());
gp_talk_object: object oPC = GetLastUsedBy();
ActionStartConversation(oPC);
Syntax.
Modifié par Morbane, 12 août 2011 - 10:00 .
#6
Posté 12 août 2011 - 02:27
well, gp_talk_object is certainly easier to remember. FYI there is also "nw_g0_convdoor" for use with doors. It does the same thing except for doors.
#7
Posté 12 août 2011 - 06:46
DannJ wrote...
Gp_talk_object has never failed for me, so I didn't even know there was an alternative.
Could nw_g0_convplac perhaps be a leftover from NWN1?
Yes it is. As long as it wasn't compiled against a different version of ActionStartConversation it should be compatible with NWN2.
I tend to use the newer scripts, so I use gp_talk_object.
Regards
#8
Posté 16 août 2011 - 05:09
If your beer isn't talking to you, then you aren't drinking enough beer.
Modifié par MokahTGS, 16 août 2011 - 05:09 .





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