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Launching a conversation through a conversation


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#1
Kegisak

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 Hey,

I've been working on a module lately, and I've run into a problem. I'm trying to launch a conversation immediately after another one has finished - the second conversation is eesentially a cutscene. It's not interactive in any way, and it takes place far away from the PC. So far, I haven't found a way to do this. I made a script for it, which you can see here:

void main(string trigger_kingsorders){
    object onp_King = GetNearestObjectByTag("np_King");     AssignCommand(onp_King, ActionStartConversation(onp_King, "cutscene_kingsorders", FALSE, FALSE, TRUE, FALSE));}

I'm not getting any errors for this code, but nothing is happening, either. I'm very poor at scripting, I'm afraid; if someone could tell me what's wrong with this I would greatly appreciate it.

If anybody knows any other, maybe easier way of triggering a conversation through another conversation ending, I would much appreciate that to.

Thank you very much.

#2
Morbane

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i think i remember a global action script (ga_**) that can be run from a conversation node - i cant remember the exact name but it is something ga_start_conv or ga_conv - have a look you will know it when you see it.

If anything, you might not like how it works - then just chop it up into what you need...

Modifié par Morbane, 20 août 2011 - 10:25 .


#3
Kegisak

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huh...as it turns out, you don't seem to be able to launch a conversation with a npc in another area, which seems to have been my problem. Still, thanks for the help, I'm sure I can still use it.

#4
Shallina

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if you want to start a convo with an NPC in an other area you can't. You have to fake it.

Use an ipoint.

#5
M. Rieder

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You can also use ga_jump or ga_jump_party_in_formation to jump the PC, NPC, or party to the location you need them to be for the convo. If the PC shouldn't be in the convo, then use camera angles so the PC cannot be seen.

#6
The Fred

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You do get the area loading, though.