In a module with multiple henchmen, is it possible to script a shout from the player that emulates their radial menu commands?
I know that their OnConversation script listens for the radial menu patterns.
What I have in mind is a one-click method to get the whole party to Stand Your Ground, Follow, Attack Nearest or whatever.
Companion listening patterns
Débuté par
Proleric
, févr. 05 2016 10:24
#1
Posté 05 février 2016 - 10:24
- Grymlorde aime ceci
#2
Posté 06 février 2016 - 02:17
They're listening for it. You just have to have something speak it. Stuff like SpeakString("ASSOCIATE_COMMAND_STANDGROUND", TALKVOLUME_SILENT_TALK);
- Proleric et Lightfoot8 aiment ceci
#3
Posté 06 février 2016 - 08:30
Unfortunately, that doesn't work, even if shouted.
As I understand it, ASSOCIATE_COMMAND_STANDGROUND is the constant (-2) which is returned when the listening associate hears the shout. What I'm looking for is the string to be spoken, which I guess is something else, but I don't know where to find it.
As I understand it, ASSOCIATE_COMMAND_STANDGROUND is the constant (-2) which is returned when the listening associate hears the shout. What I'm looking for is the string to be spoken, which I guess is something else, but I don't know where to find it.
#4
Posté 06 février 2016 - 08:52
Never mind. It turns out that you don't need the shout, because you can force the response. For example,
int n = 0;
object oNPC = GetHenchman(oPC, ++n);
while (GetIsObjectValid(oNPC))
{
AssignCommand(oNPC, bkRespondToHenchmenShout(oPC, ASSOCIATE_COMMAND_STANDGROUND));
oNPC = GetHenchman(oPC, ++n);
}





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