There are a few ways to do this type of thing. Each way tends to work better in different situations.
One is via conversation. You have to be talking to something for the conversation to open.
I'm more of a programmer than a builder, so I may not know the best ways to set this up in the mod itself. Here's how I understand it though:
Create a new NPC. You should be able to use the creature wizard, or right click somewhere in the creature palette and choose to create a new one. You can set whatever you want for most of the creature stats since it won't ever actually do anything....
The important parts are the portrait (The player will see this during the conversation), the event scripts (Delete the scripts out of every slot so that it won't try to kill anyone or wander away), the faction (Keep it faction neutral, or maybe even make a custom neutral faction for it), appearance (There are a few invisible or NULL appearances. Use one of them so that players can't see it), TAG (Anything unique, such as 'myinvisiblething') and, of course, the conversation needs to be your conversation. I'd use a very neutral portrait, such as a ball of light or something so that the players aren't distracted by it.
Now that you have your new NPC, you can place it in the mod near the point where the PC will be when they need to start the conversation. Now for the tricky part. How do you begin the conversation with an invisible creature?
I'd advise painting a trigger around the area where the PC will be. If this is the intro story, I'd advise painting a trigger around the module start location. In the trigger properties, you can place a custom script in the OnEnter event script. The script can force the conversation to begin. I don't remember if there is a default script that can do that already or not... But, there is a community made tool that can help you make basic scripts like this.
http://nwvault.ign.c....Detail&id=1502
That should help you with any basic scripts that you need and introduce you to how scripting works.
That all sounds way more difficult than it is. You only need to make the script and the NPC once. You can re-use them for every invisible conversation after that.
Other ways:
You can have a player speak when they enter a trigger. The words will show up above their heads. This is good if you are trying to convey a players thoughts or something similar to that.
You can send messages to a player when they enter the trigger. The messages show up in the chat box. We use that a lot to send descriptions of areas to the player. As they enter a trigger placed at the begining of a passage, I might send them a message explaining the smells and general feel of the place that may be lacking in the default graphics.
You can add entries to their journal. Use this when the description may be needed later for reference. It's best to accompany this with a message to the player telling them to check their journal.
You can also (This is the easiest way) make a new book item in the palette. Place all of the descriptive text in the description of the item. All you have to do is give the player the book. They can read the book to get the info whenever they want by inspecting the book.
Mostly, download the script generator and play with it for a few minutes to see how easy it is to make custom scripts with it. It'll make a lot more sense once you do that.
Modifié par wyldhunt1, 27 décembre 2011 - 03:33 .