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I don't get how the party triggers work.


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#1
Akka le Vil

Akka le Vil
  • Members
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Okay, I've been trying to understand some of the working of the toolsets, but the results have left me completely confused, so I'm left with asking for help here.

I've been trying to make the "trigger locations" that make a party member comment on the location, not being one-time-only activated.
For example, when you get near the Halla in the Dalish camp, someone will comment about them, but only once in the whole game - if you come again later, nothing will happen.

For what I've seen, these comments are in the "party_barks.dlg" files, refering to the flags in "genpt_party_triggers.plo". And here is when I start to be lost.
I thought it was rather obvious at first : the dialogues trees have a "once in the game" visibility, and the flags have "repeatable" column set to "no".

I made some test taking a save before I ever entered in Denerim (in case things are set once the map is loaded once), and focused on the two trigger locations of the center marketplace (the big tent) and the place just outside "the Wonder of Thedas".
I tried to put "once in conversation" or "normal line" at first. Then I put it back to "once in the game", and put the "repeatable" flag on "yes". In both case, I ended with a weird result : one of my character simply repeated the comments that she's supposed saying when getting out of the Redcliffe's Chantry...

Now I really don't get how making the Denerim's Market flag repeatable would make a character speak a line from a Redcliffe's flag, nor why two different properties (line visibility and flag repeatability) would end up doing that, but I'm really at a loss about the whole thing, and I'm asking for help :x
If someone could just explain me how this part is supposed to work, because I'm at the end of my wits here.

#2
DavidSims

DavidSims
  • BioWare Employees
  • 196 messages
Party barks are triggered by a trigger called gentr_party_triggers, with a script of the same name. At the top of the script, it checks if the trigger is active, and at the end of the script, it sets the trigger inactive. IF you want to get rid of the do once, remove the "WR_SetObjectActive(OBJECT_SELF, FALSE);" from the end of the script (gentr_party_triggers.nss).



However, this trigger will fire for any party member entering the trigger. Without the do once, you'll likely fire the line 4 separate times as your party runs through the trigger. You may wish to modify the script so only the main controlled character can trigger it, or possibly only the hero.



You’ll also have to remove the “Only show line once per game” visibility, which you’ve already done. However, that won’t be enough. You’ll also have to unset the plot flag that each dialog branch has as it’s condition, so that the branch doesn’t remain active for other triggers.