A problem there is that the event/flag/whatever that causes the NPC to move needs to be contained within the dialog itself and be optional. Which is to say, I need to also be able to finish the same conversation without triggering the NPC movement if the relevant dialog choices are made. Like, a guard in front of a door. You can talk to him and suggest he investigates a fire behind the building, or you can just compliment his stylin' uniform and leave him where he is. This all occurs in the same conversation, but one option leads to the NPC moving to a different point after the dialog ends. The code above would cause the movement unconditionally once the Dialog finishes.

And I have no idea what's going wrong with 'DialogEnded()'. I'm almost certain I've entered my code correctly:
[Linked Image]
Haven't been able to get this to work! frown The 'THEN' part is fine, as I've successfully called into it using a SetGlobalFlag command within the dialog itself.

The 'InstanceID' was mentioned in one of the Larian Tutorials and it was explained that you can leave it as '0' with no problems as it then effectively ignores that part of the function, unless I'm misremembering something.

Last edited by Noaloha; 02/08/14 04:21 PM.

Escape From Smalcatraz: Steam/Nexus. Forum thread.