There are a few ways to make it owned by the ipoint. The owner of the conversation is the object that is firing the conversation (object being anything from the PC to the NPCs to the ipoint, etc.) Script-wise you can do it with a line like this:
AssignCommand(oMyIpoint, ActionStartConversation(oPC, "conversation_name"));
That commands the ipoint to start a conversation of the name "conversation_name" with the PC. The ipoint will own the conversation.
Another way of doing it is to spawn an "ipoint speaker", which is supposed to be a foolproof way of starting a conversation that won't fail even if it's spawned while someone's in combat, or dead, etc. But I haven't tried that yet, so I can't tell you how to do it.
Modifié par Tchos, 05 juin 2013 - 09:19 .