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Joined: Jan 2021
Location: USA
D
stranger
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stranger
D
Joined: Jan 2021
Location: USA
Anyone know why this does not work:


IF
DialogEnded("doorman_greeting",3)
AND
DB_IsPlayer(_player)
THEN
Proc_CharacterSetTemporaryHostileRelation(_Player, 980034d8-57eb-4d67-a68e-e77488884d01);

The players (doorman) does not agro at the end of the third instance of the dialogue (Or any instance for that matter.

I changed things around to see if it was a matter of characters not agro as intended, and this DOES work:

IF
CharacterEnteredTrigger(_char, S_Entry_d7b5045e-9da3-4631-840f-b7446e19e335)
AND
CharacterIsPlayer(_char,1)
THEN
Proc_CharacterSetTemporaryHostileRelation(_Player, 980034d8-57eb-4d67-a68e-e77488884d01);

Can someone give some insight why the envent DialogEnded does not work with Proc_CharacterSetTemporaryHostileRelation?
Thank you in advance!

G

Joined: Mar 2016
Location: Belgium
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addict
Offline
addict
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Joined: Mar 2016
Location: Belgium
Originally Posted by D0rad01356
Anyone know why this does not work:


IF
DialogEnded("doorman_greeting",3)
AND
DB_IsPlayer(_player)
THEN
Proc_CharacterSetTemporaryHostileRelation(_Player, 980034d8-57eb-4d67-a68e-e77488884d01);

The players (doorman) does not agro at the end of the third instance of the dialogue (Or any instance for that matter.
The dialog instance number increases any time any dialogue starts, not just that specific dialogue. So you can't use it as a counter. You have to use flags for that instead (see the reply I just posted in the other thread). Other than that, setting a temporary hostile relation on DialogEnded should work. I think normally the first argument should be NPC and the second one the player, rather than the other way around though (but since it worked for you with the CharacterEnteredTrigger event, I assume that's not the core issue here).


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