Originally Posted by Noaloha
I've achieved a couple of pretty cool things in my little mod with ghetto scripting. smile

The problem in your situation that I can see is pairing the "guard can see player" with another permanent qualifier. All the setevent stuff, etc. only fires at the time the event is gotten/getted/obtained. I guess you could swap out the alignment change thing with anything that has in-game permanence. Like, for example, you could give a random item to a character (on the other side of the level, even) when you break out of the cell and use that as a qualifying check for the "guard can see player" thing.

I think. :p


Well sad part of this is that it doesnt seem to be working either. I never did do thing to fix the alignments as i havent done anything involving combat yet so i havent needed too. That might be why? But it seems more likely that something else is going on because if the story editor is doing what it should be. it should be assigning the guard neutral npc then checking to see if hes a neutral npc and going through with whatever.

For whatever reason he isnt. My patiences with something so small is wearing thin frown As before ill link what i have for reference.

IF
CharacterLeftTrigger(CHARACTER_Player2, TRIGGER_PlayerCell)
THEN
CharacterSetFaction(CHARACTER_LUCS_NPC_M_N_ImmaculatePrisonPatrolGuardBase_000,"Neutral NPC");

IF
CharacterSawCharacter(CHARACTER_LUCS_NPC_M_N_ImmaculatePrisonPatrolGuardBase_000, CHARACTER_Player2)
AND
CharacterGetFaction(CHARACTER_Player2, "Neutral NPC")
THEN
DialogStartTwoSpeakerDialog("guardcatchkey",CHARACTER_LUCS_NPC_M_N_ImmaculatePrisonPatrolGuardBase_000,CHARACTER_Player2);

I also double checked to make sure the then on the trigger was properly going off.. With ability points:D And it is going off perfectly. So something more internal is the issue.

Last edited by Demonata08; 06/08/14 07:35 AM.