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#643987 21/03/18 08:13 PM
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Not sure the best way to start a dialog with an item.

In this case its the escape raft. I want the dialog to start when the PC walks up to the boat.

Can I do this right from the item? Or do I need to do this from a trigger?

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So it sounds like the easiest solution to your situation is to trigger the dialog when the player enters a trigger near the boat, so the dialog happens without the player interacting with it.

The scripting call to make the dialog happen is Proc_StartDialog:
Code
Proc_StartDialog((INTEGER)_Automated,(STRING)_Dialog,(GUIDSTRING)_Speaker1,(GUIDSTRING)_Speaker2)

Here's an example rule:
Code
IF
CharacterEnteredTrigger(_Player, TRIGGERGUID_S_MonkWorks_BoatDialog_1266a4cf-f736-49a0-a76c-e56b8a99a0d1)
AND
CharacterIsPlayer(_Player, 1)
THEN
Proc_StartDialog(0, "MonkWorks_BoatDialog", ITEMGUID_S_MonkWorks_Boat_000_e4c53f08-674b-4483-a358-30b33e586873, _Player);

Notice how the boat is first in the proc, followed by the player. This assumes that the boat is the first speaker group in the dialog, and the player is the second (as is standard for dialogs).

Alternatively, you could trigger this dialog when a character interacts with the boat:
Code
IF
CharacterUsedItem(_Player, ITEMGUID_S_MonkWorks_Boat_000_e4c53f08-674b-4483-a358-30b33e586873)
THEN
Proc_StartDialog(0, "MonkWorks_BoatDialog", ITEMGUID_S_MonkWorks_Boat_000_e4c53f08-674b-4483-a358-30b33e586873, _Player);

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Thanks LL!!

I explored both of these, but found an even more simper solution.

Only, really, because of the dialog that inevitably endedup with a teleporting of the group.

I had all types of fun finding the right move/ teleport call that moved all of the group... in the end a cheep and simple way worked the best.

That was to just use the teleport "use action" on the Raft. Turn on the tool tip on the object, set the use to teleport, pick your trigger point done...

cheep and dirty. but works best in this situation.


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