There are so many solutions to this problem, it is interesting to see how others solve this.
When it comes to spawning encounters, I try and use something other than floor trigger, for reasons DannJ mentioned (reliability, mainly). I have got to the point where every Area contains a customized OnClientEnter script for that area, and spawns almost all creatures.
For anything that needs to spawn after the initial zone-in, I use other custom scripts, and the trigger is either a conversation node, a door opening, or the death of a specific creature (I seem to spawn a lot of stuff on the death of one thing or another...).
Now, triggering conversations themselves.... I have places where I want the player to engage in a conversation no matter what, and I haven't found a better tool than a floor speak trigger. What I do, however, is I write a custom script for the OnEnter part of the trigger. This script then checks several conditions before it makes a call to DoSpeakTrigger().Typically this is some kind of journal check, to ensure the story is in the proper place for the conversation to begin. If any of those conditions fails, the script exits, and the trigger doesn't run the conversation.
With your encounter, andysks, you could do the same thing. You could have the encounter check a journal entry or whatever, and if things are correct, spawn the encounter. But as DannJ recommends, something triggering the encounter other than a floor trigger would be better.
Modifié par ColorsFade, 01 novembre 2013 - 05:02 .