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start conversation?


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#1
Who said that I

Who said that I
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okay for some reason this script does NOT fire when a pc enters a trigger.....

 

void main()
{
    // Get the creature who triggered this event.
    object oPC = GetEnteringObject();
 
    // Only fire for (real) PCs.
    if ( !GetIsPC(oPC)  ||  GetIsDMPossessed(oPC) )
        return;
 
        return;
 
    // The PC holds an inner dialog.
    AssignCommand(oPC, ActionStartConversation(oPC, "p012c005slayerme", TRUE, FALSE));
}
 

 

 

anyone knows a solution?



#2
kalbaern

kalbaern
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One too many "returns" I think .. try deleting one.



#3
Who said that I

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okay I noticed that the pc wanted to start the conversation but was unable to. 

 

so this is kinda what I wanted:

 

pc walks out of the building and when entering the trigger a dialogue with an npc starts (who is not there at present)  to simulate a phonecall.



#4
Proleric

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The conversation syntax looks OK to me.

 

Does that conversation exist?

 

Does the PC enter the trigger immediately on entering the area? If so, I recommend a 2 second delay, because conversation is somewhat unreliable during the area OnEnter event.

 

Are you getting the "too excited to talk" feedback? In that case, ClearAllActions(TRUE) should clear the combat state.

 

Incidentally, you can achieve a similar effect by using an invisible placeable (whose name and portrait resref have been preset to mimic the PC) to start the conversation, but that shouldn't be necessary here.



#5
Who said that I

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I actually managed to work around my little issue. The dialogue does indeed exist but for some weird reason it was not starting, so I attached it to a placeable and then made a trigger around it to let the player know they should click on the phonebooth XD

 

thanks everyone for your input :)