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Why won't placeable start conversation?


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3 réponses à ce sujet

#1
Daemon83

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I have a simple 3 stage plot.
Stage 1- speak to NPC who gives quest, action to set first plot flag (ACCEPTED)
Stage 2- find placeable object (a dead body) and click on it to initiate a conversation. This is a one line conversation which triggers an action to set the next stage of the plot flag (FOUND).
Stage 3- return to NPC with condition of current plot flag, set final plot flag (COMPLETED) and give reward.

However, the bodies only act as containers. I can click on them to loot but do nothing else. How do I get them to trigger the conversation and advance the plot flag? Any ideas?

This may be a messy way to do it but seemed intuitive to me so happy to be given some best practice guidance.

#2
Phaenan

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I couldn't bring the placeables to automatically starts the dialog set in their resource either. But I'm pretty much a rookie with this stuff so I'm prolly missing something.
Anyway, I simply force the dialog in a customized handler script that the placeable use instead of placeable_core :
- http://pastie.org/717203

Maybe not the cleanest thing to do, but working alright. :?

Modifié par Phaenan, 27 novembre 2009 - 03:33 .


#3
Erenz

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There are different types of corpses (container and dialog). You need to use the dialog ones.
If you need to create something like this for container objects, you need to write a script which catches the USE action, and start your conversation by script.

Modifié par Erenz, 27 novembre 2009 - 05:02 .


#4
mikemike37

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Came across this problem myself, and it seems to be all down to the state controller of the placeable's appearance choice (placeable_type).



For the conversation to work "out of the box" (select the conversation and away it goes without scripting) the placeables "placeable_type" (listed as Appearance in the toolset Open Resource dialogue) must have the correct state controller. Types with (dialog) at the end all belong to the Puzzle state controller (StateCnt_Puzzle).



You can either check the placeables_type 2da for types with the StateCnt_Puzzle state controller(excel version can be found ...\\Program Files\\Dragon Age\\tools\\Source\\2DA\\placeables.xls), or edit the 2da and create a new placeable type which uses this controller. Be sure to use a new ID and your new line will be selectable as an appearance.