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#1
Omega27

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 Yes, you've read correct. In my mini mod, rather then the door lead to a new area by clicking it. I want it to start a conversation, and give a list of options to travel to by waypoint. Just like if a player was to talk to an NPC who was able to perhaps teleport them where they wanted through conversation. I have a script thats work in the past, my issue is that the conversation wont fire up with i click on the door. This is kinda the first time this has happend to me.

#2
Melkior_King

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Doors can't hold conversations. Here are two possible solutions. Each will work and which one you choose depends on asthetics:

* Place an unusable but not static invisible object at the same location as the door. Name it the same as the door. "Door" for example, or the name of the person inside the door, like "Door Guard". On the door's FailToOpen, start the conversation between the invisible object and the player instead of between the door and the player.

* If you don't need the player to explicitly converse with someone or something else, you can make the player hold the conversation with him/her self.

I hope one of these suggestions is useful to you.

Modifié par Melkior_King, 12 janvier 2012 - 08:32 .


#3
Lightfoot8

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Melkior_King wrote...

Doors can't hold conversations.


Sure they can.  

You can just use the script that is already included by bioware. 
nw_g0_convdoor

Modifié par Lightfoot8, 12 janvier 2012 - 11:22 .


#4
Melkior_King

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Well, paint me red and call me silly, you're right! I was probably thinking of the case where the door needs to be called "Door" but the player needs to have a conversation with a "Door Guard".

I'll crawl back into my box, now. :-p

#5
Omega27

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but wait where do i place that script >.<'

#6
Omega27

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annnnd nvm i found it lol