There isn't even a trigger on the ground in that room.
Could anyone help explain how this is done?
Modifié par Bibdy, 20 janvier 2010 - 03:14 .
Modifié par Bibdy, 20 janvier 2010 - 03:14 .
#include "utility_h"
#include "events_h"
#include "global_objects_h"
const string DLG_CHARACTER = "<character tag>";
const int ENEMY_TEAM = 1;
void main() {
event ev = GetCurrentEvent();
int nEventType = GetEventType(ev);
object oPC = GetHero();
object oChar = UT_GetNearestCreatureByTag(oPC,DLG_CHARACTER);
switch(nEventType) {
case EVENT_TYPE_TEAM_DESTROYED: {
int nTeamID = GetEventInteger(ev, 0);
switch (nTeamID) {
case ENEMY_TEAM: {
//character talks to PC
UT_Talk(oChar,oPC);
break;
}
}
break;
}
}
HandleEvent(ev, RESOURCE_SCRIPT_AREA_CORE);
}