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#536235 04/08/14 12:23 AM
Joined: Aug 2014
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stranger
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stranger
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Joined: Aug 2014
Heyo, so I'm having another (what I'd assume to be) basic problem. I have an NPC character that appears and automatically starts a dialogue with the main character and after the dialogue ends immediately walks to a trigger. After the NPC gets to the trigger and the main character attempts to activate the dialogue I want the NPC to say totally different things.
This is where my problem comes in. I've tried accomplishing this by using Actions and Conditions such that if the NPC has already been "met" then only the second dialogue options should appear.
As an example, for the first greeting under Conditions I have:
CONDITION IsLocalFlag("Met",0)
CHECK c

And under another dialogue option's Actions for the first dialogue I have:
ACTION SetFlag("Valethra_Is_Moving",1)
ACTION SetLocalFlag("Met",1)

So if I understand it correctly, "Met" is at first initialized to 0, and after the main character clicks the second dialogue option it changes "Met" to 1 and initializes "Valethra_Is_Moving" to 1, correct? So after that happens, because of the conditions of both options requiring "Met" to be 0, shouldn't neither option show up as a dialogue choice in the second dialogue?
The second dialogue's Actions and Conditions are:
CONDITION IsLocalFlag("Met",1)
CONDITION IsFlag("Valethra_Is_Moving",0)
CHECK c&c
(I changed the boolean for "Valethra_Is_Moving" to 1 in the story's script)

So with how I seem to be interpreting it, the second dialogue should only be available after the first dialogue is complete, and after the first dialogue is complete the first dialogue should no longer appear. However in the mod the dialogue acts as if it doesn't even recognize the NPC because its name is Unknown, and it's still displaying options from the first dialogue. Any help is appreciated. Didn't realize how long this post would be when I first started. Sheesh.



Joined: Jul 2014
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stranger
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stranger
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Joined: Jul 2014
just invoke a 2nd dialog

IF
DialogStartRequested(CHARACTER_My_NPC, _Player)
THEN
DialogStartXSpeakerDialog("new_dialog", _Player, CHARACTER_My_NPC);

whereas x marks the spot and is the number of chars involved in the dialog.

Joined: Aug 2014
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stranger
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stranger
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Joined: Aug 2014
Knee slapper...
Worked perfectly after I swapped the "_Player, CHARACTER_My_NPC" in DialogStartXSpeakerDialog. Thanks!

Joined: Jul 2014
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stranger
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Joined: Jul 2014
Knee slapper AND scripting, a combo even alien speicies hunt for lol

Yvmw smile


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