Multiple Conversations on one NPC
Débuté par
Barnabas2
, oct. 11 2011 08:13
#1
Posté 11 octobre 2011 - 08:13
I want a NPC to have two conversations - one conversation should be with other NPCs and a second one should be a conversation with a PC. How am I able to do that? I opened a view original NWN2 modules and checked the NPCs that have these different conversations, but I was not able to see, how it works.
#2
Posté 11 octobre 2011 - 08:39
There is a spot in the "Node" section that has a place for "speaker" and "listener" - you select the npc from a list according to area - so the speaker/listener has to be in the module to be selected.
Hope that helps.
:innocent:
Hope that helps.
:innocent:
Modifié par Morbane, 11 octobre 2011 - 08:40 .
#3
Posté 11 octobre 2011 - 01:49
Yes. it helped, thanks - but where do I place the conversation? I mean the conversation to NPCs?
#4
Posté 11 octobre 2011 - 02:07
Presumably there's some condition that means a different conversation should be used. The answer is you don't need different conversations, you just need conditional statements on the npc speaker's conversation nodes so the npc selects the appropriate branch of the conversation tree.
#5
Posté 11 octobre 2011 - 02:20
Yes, like kamal said, you would have just one conversation but multiple Roots (Red nodes for the NPC) that would have specific conditions attached.
However, for your convo with other NPC's, if this is meant to be an introductory cutscene or some such, you could fire this from a Speak Trigger, using a separate conversation. (This would be placed in the conversation field of the Speak Trigger properties.) Then, once the PC is able to talk to them, use the conversation that is placed on the NPC's properties.
Hope that helps!
However, for your convo with other NPC's, if this is meant to be an introductory cutscene or some such, you could fire this from a Speak Trigger, using a separate conversation. (This would be placed in the conversation field of the Speak Trigger properties.) Then, once the PC is able to talk to them, use the conversation that is placed on the NPC's properties.
Hope that helps!
#6
Posté 11 octobre 2011 - 04:27
I´ll try that with a trigger. I want to have a barkeeper who says some sentences, until the player talks to him and then continue with his sentences, when the conversation to the pc ends.
Edit: When I work with triggers, is it possible to create a trigger, that checks the inventory for a special item first, before it starts a conversation? And if the player does not have that special item in his inventory, the conversation will not start?
Edit: When I work with triggers, is it possible to create a trigger, that checks the inventory for a special item first, before it starts a conversation? And if the player does not have that special item in his inventory, the conversation will not start?
Modifié par Barnabas2, 11 octobre 2011 - 06:02 .
#7
Posté 11 octobre 2011 - 08:29
yes -
If(GetIsObjectValid(GetObjectByTag("item_tag"))
{
Do something - ActionStartConversation(oPC .....);
}
If(GetIsObjectValid(GetObjectByTag("item_tag"))
{
Do something - ActionStartConversation(oPC .....);
}





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