No turn when spoken to
#1
Posté 01 février 2014 - 07:21
void main()
{
SetOrientOnDialog(OBJECT_SELF, 0);
}
Pretty straightforward. It will work on an NPC when he has a heartbeat assigned let's say, or walks some scripted waypoints, but if he has some barks he will not speak them. I put this on the OnConversation slot by the way. Do I need to add one more line to it so that he carries on his duties but also speak his line?
#2
Posté 01 février 2014 - 09:59
#3
Posté 02 février 2014 - 09:55
#4
Posté 03 février 2014 - 12:13
if (GetLocalInt(OBJECT_SELF, "NX2_NO_ORIENT_ON_DIALOG")) SetOrientOnDialog(OBJECT_SELF, FALSE);
Set a local_int on the creature "NX2_NO_ORIENT_ON_DIALOG" to "1"
never tried it tho... not sure if it stops barks
It needs MotB+ installed.
Modifié par kevL, 03 février 2014 - 12:16 .
#5
Posté 03 février 2014 - 02:15
Turning off orientation on dialogue will work for any conversation, even bark strings. It also works for non-hostile creatures that have no conversation at all, who would otherwise turn to face you. Perfect for those stoic guards.
#6
Posté 03 février 2014 - 02:53
> Perfect for those stoic guards.
that always irks me:
*click*
...
(like no-turn should be Default! ) almost
Modifié par kevL, 03 février 2014 - 02:54 .
#7
Posté 03 février 2014 - 05:05
I will try it later and see how it goes.
Modifié par andysks, 03 février 2014 - 05:05 .
#8
Posté 03 février 2014 - 05:24
// bb_noturn_convo
// by Brendan Bellina
// based on f100_noturn_convo from SoZ
// Prevents NPC from turning toward speaker when conversing
// Use as on conversation script
void main()
{
ClearAllActions(TRUE);
if (GetDistanceBetween(GetLastSpeaker(),OBJECT_SELF)
SpeakOneLinerConversation();
}
#9
Posté 03 février 2014 - 05:34
The SpeakOneLinerConversation... what happens if the NPC has no convo at all and he is just carrying a hb?
In any way, to explain a bit better. I first encountered this problem on a bartender. He is not walking, but stands behind his bar. On every hb, he will do something else. When you try to talk to him, he has some barks. Even though he carries on his activities on every hb, when I talk to him he won't speak. Your script will cause exactly this right?
#10
Posté 04 février 2014 - 08:57
#11
Posté 04 février 2014 - 10:26
3 horses, only 1 with the var set. The other two turned, the third didn't
it might be the spawnscript, or if the creature is spawned-on-enterArea there might be different behavior
[edit] Or if you're doing an actual conversation (horses don't talk much..) other scripts/behavior might be kicking in
Modifié par kevL, 04 février 2014 - 11:00 .
#12
Posté 05 février 2014 - 12:05
andysks wrote...
Hi Kaldor,
The SpeakOneLinerConversation... what happens if the NPC has no convo at all and he is just carrying a hb?
In any way, to explain a bit better. I first encountered this problem on a bartender. He is not walking, but stands behind his bar. On every hb, he will do something else. When you try to talk to him, he has some barks. Even though he carries on his activities on every hb, when I talk to him he won't speak. Your script will cause exactly this right?
If your bartender has a conversation with barkstrings then he should speak one but will not turn. If you don't want him to speak at all then give him no conversation. If you want him to have a conversation that doesn't work except with your hb then I suppose you will have to have your hb set a variable on him and on your conversation lines check for that variable and then clear it.
Regards
#13
Posté 22 février 2014 - 07:43
#14
Posté 23 février 2014 - 07:36





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