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Preventing a Conversation from being interrupted


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6 réponses à ce sujet

#1
Darin

Darin
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 How does one do it?

Specifically, I have a conversation where the NPCs use placeables (the item placeables from the vault, they are arming), but as soon as the first guy grabs his axe, the conversation ends.  Abruptly.  Is there a way to prevnt this, aside from not using the placeable?

#2
Lugaid of the Red Stripes

Lugaid of the Red Stripes
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Run the conversation off of a third party, like an i-point, and just fill in the speaker and listener fields to match the tags of your NPCs. Alternatively, instead of actually using the placeables, just order them to move to the placeable and then perform an animation.

#3
Darin

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I have the conversation running off of a trigger, and tags of the various npcs used in the speaker and listener fields. Issue is, first guy to use a placeable causes the conversation to interrupt (i think it's an inventory issue on the placeable), was wondering if there was a fix that allows me to use the placeable (1 script) rather than (1) move to placeable (2) dial-in a delay to set the animation and (3) destroy options and (4) give them an item. The dial-in bit would be the worst, since i wouldn't want them bending down to pick up something in the middle of the room when that something is near the wall...

#4
Morbane

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if you are using stock scripts during your conversation - dig into them and look for ClearAllActions()

if it is there copy the script into a new nss and omit the function

without knowing otherwise - there are other includes you might be accessing with that function call as well

some savy might be in order generating your own sub-scripting

#5
Darin

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Yep, ClearAllActions was in it; since it's my own script, I commented it out....still killed the conversation, i'm thinking it's the inventory on the placeable (the GUI is opening for all of .03 s, but still)

#6
diophant

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Maybe the easiest way is to change the onUsed script of the placeable. If the placeable is used in the animation (you could use a local int to check this), play the animation and give the NPC his axe.

Also your approach isn't that bad. If you use
AssignCommand(npc, ActionMoveToObject(placeable));
AssignCommand(npc, PlayAnimation(...));
he will walk to the placeable and then play the animation, so you do not have to guess the delay.

#7
Darin

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ah, good to know (was trying to come up with a way to calculate the time it would take to get there,,,good to know that I don't need to)