Hey guys, hope you are all having a nice new year.
Was working on my project here and just figured out that it would be awesome If I had a talking door at this maze I've been working on. It will be a lonely and annoyinig door, and maybe it will give bad tips to the player, so he will always come back and meet the door. Anyway, I was trying to attach a conversation to the door through "properties - basics - conversation" ... but the conversation isnt triggered when I click at the door. It just opens... any tip?
Cheers!
How to create a talking door?
Débuté par
el.sombrero
, janv. 05 2013 12:17
#1
Posté 05 janvier 2013 - 12:17
#2
Posté 05 janvier 2013 - 02:00
Well, you need a script attached to make it fire the conversation when you interact with the door. However, I had trouble myself with getting the usual placeable conversation script to work on an unlocked door, so I ended up converting the door to a placeable, and put the script into "On use". This might not be what you want to do.
If it's on a locked door, then make the door locked with key required (that doesn't exist) and just put the script called "gp_talk_door" into the "on fail to open" field.
If it's on a locked door, then make the door locked with key required (that doesn't exist) and just put the script called "gp_talk_door" into the "on fail to open" field.
#3
Posté 05 janvier 2013 - 11:12
I've done exactly this in a campaign that I'm working on.
As Tchos says, lock the door then attach a On Failed To Open Script to the door to start the conversation. I've used the following very basic script and it seems to work fine for me.
void main()
{
object oPC = GetLastUsedBy();
ActionStartConversation(oPC, "", FALSE);
}
Bardil
As Tchos says, lock the door then attach a On Failed To Open Script to the door to start the conversation. I've used the following very basic script and it seems to work fine for me.
void main()
{
object oPC = GetLastUsedBy();
ActionStartConversation(oPC, "", FALSE);
}
Bardil
#4
Posté 10 janvier 2013 - 08:53
Hey guys, you are great. I will try it out.
#5
Posté 11 janvier 2013 - 11:25
its working. I have a lonely talking door here
#6
Posté 12 janvier 2013 - 12:26
Lonely? Surely not now it's talking to you.
PJ
PJ
#7
Posté 12 janvier 2013 - 06:14
dont forget to check the can talk to non player characters property
#8
Posté 06 novembre 2013 - 05:38
Anyone know of a way to get it to talk to you instead of going into the whole lockpicking drill?
I tried putting the gp_talk_door in other categories and I want the door to be looked.
The only thing I haven't tried is creating a placeable that has the appearance of the door but instead of opening or anything else it begins a conversation with the PC.
I tried putting the gp_talk_door in other categories and I want the door to be looked.
The only thing I haven't tried is creating a placeable that has the appearance of the door but instead of opening or anything else it begins a conversation with the PC.
#9
Posté 06 novembre 2013 - 05:49
It will always automatically try lockpicking first if the character you try to open it with has the ability to pick locks. Otherwise, it'll just fire the script immediately.
Personally, I very much like the placeable door option. I use them in many places.
Personally, I very much like the placeable door option. I use them in many places.
#10
Posté 06 novembre 2013 - 06:08
Thanks Tchos, right now I'm looking at one option for a door placeable and that is
Door {Mulsantir 01 [Static] (X1)}
That is a double door, but I can actually conceal a lot of it inside the wall. I kind of wanted it too have a peep hole or the window like the Caves Door has.
What am I missing here?
Door {Mulsantir 01 [Static] (X1)}
That is a double door, but I can actually conceal a lot of it inside the wall. I kind of wanted it too have a peep hole or the window like the Caves Door has.
What am I missing here?
#11
Posté 06 novembre 2013 - 08:15
For the cave door with the window in it as a placeable, you can either add the model to the placeables.2da, or use Crystal Violet's pack of OC placeable doors, where the work is already done for you (though doors from later expansions are not included in that pack). Also, the blueprints have the doors set to environmental objects. They'll have to be converted to placeables in the toolset, and have hit points added to them so that they can be interacted with.
http://nwvault.ign.c...l.Detail&id=231
Or, you can use my adjusted versions that are already converted to placeables, have hit points added, and have their appearances moved in the 2DA so that they don't conflict with the later expansions (though these weren't meant for release, so the range is from 2901-2961, which is listed as a "Bioware reserved" range on the Reserved 2DA Ranges page on the wiki.)
Use, but with those caveats in mind:
My version
http://nwvault.ign.c...l.Detail&id=231
Or, you can use my adjusted versions that are already converted to placeables, have hit points added, and have their appearances moved in the 2DA so that they don't conflict with the later expansions (though these weren't meant for release, so the range is from 2901-2961, which is listed as a "Bioware reserved" range on the Reserved 2DA Ranges page on the wiki.)
Use, but with those caveats in mind:
My version





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