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Using placeable to trigger conversation.


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6 réponses à ce sujet

#1
Tikigod60

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Having abit of a problem at the moment, getting a placeable item in one of my areas to kick start a conversation script on use.

I have the conversation file assoiated with the new placeable, but on using it nothing actually happens.

After doing a search on the forums I noticed some mention of the placeable core script, and the 'EVENT_TYPE_PLACEABLE_ONCLICK', but how to actually adjust this to get it to fire off a conversation file is beyond me at the moment, as all attempts I have made using a duplicate script and edit the duplicate or making a script that fires a conversation on use and then reverts back to normal behaviour all return the error  "Declaration does not match parameters (BeginConversation) (while compiling var_constants_h.nss)".

So any suggestions on how to do this easier then the method I am trying atm or even how to get the method I am using working, would be greatly appreciated.


Side note: I have considered getting the placeable to fire a cutscene and do the conversation through there, but that doesn't solve the problem but rather ignores it. So that route is the last resort really.

Modifié par Tikigod60, 29 novembre 2009 - 06:10 .


#2
R3v3r3nD420

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Quick question: How are you putting the placeable in the game?

The reason I ask is that I had an issue with spawning a chest in the players camp, and not being able to set it to be locked initially. I was, however, able to put the chest in a new custom area and it perform as I intended.

My conclusion is that either A) you cant have objects perform entirely as you wish according to their properties settings if you "spawn" them in the game with a script, or B) You cant have an object perform correctly spawning into a campaigne area.

I never tried to spawn a chest in a custom area to see if it would work because well, there isnt much point to unless for very specific reasons.

I did a quick test: Made a custom placeable with the dwarven crystals appearance, Made a quick 2 line dialogue. Pointed to the dialogue file in the placeable properties conversation field, dropped the placeable on the ground in my mods custom area, loaded my game, clicked on it, and the dialogue fired.

So, Im guessing youre either spawning the item with a script, or modding a campaigne area?

#3
Tikigod60

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Nope, neither. Simply created a custom placeable and assigned the conversation file to it, then placing it into a custom area I have made.

It seems that my problem may actually be a problematic conversation then? hmmm didn't think to check into that.

Thanks Reverend. :)

Modifié par Tikigod60, 29 novembre 2009 - 08:56 .


#4
Tikigod60

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Ok I just tested the conversation by creating a NPC human character and assigning it to him, and it works fine.



The problem is definitely the placeable I am using (A bunkbed placeable).

#5
Phaenan

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According to another thread, there is sometimes two types of placeables, one of which isn't made for conversations. If yours is the only one of its kind, the script alternative (cf. thread) remains.

Modifié par Phaenan, 29 novembre 2009 - 09:43 .


#6
Tikigod60

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Thanks Phaenan, frustrating thing is I made a script to try and get it to work that is almost exactly like your except I didn't include the extra 'case EVENT_TYPE_PLACEABLE_ONCLICK:', and instead just tried it from USE.



Appreciate the fix!

#7
R3v3r3nD420

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This is good information to know! Thanks :)



Also keep in mind my findings from above in case you run into the problem yourself sometime. Frustrated me for a few hours lol.