Author Topic: oPC starts conversatiom with themself?  (Read 1670 times)

Baaleos

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oPC starts conversatiom with themself?
« Reply #30 on: July 28, 2010, 11:35:37 pm »


               Actually, there is a problem with the solution.

Putting the placeables in an inaccessible area wont work.



The Placeable has to be within range of the player, to be involved with the conversation.



The Placeable will be acting like an npc, so the Player has to be able to turn his head towards it etc.

I've found that unless the placeable is nearby, within 1 tile of the player/creature, then the conversation will fail to fire, or will cease when it gets to the node where the placeable is due to talk.



Resolution for me was - Simply make the placeable invisible, and paste it close to where you know the Player is going to be.



If this is going to be dynamic, called from a script, where the player can potentially be anywhere in the module, then simple solution is, Create the Placeable, at the Players Location, and make sure its set to be an invisible placeable.



That way, it is summoned to the Player, you get the portrait, and people will be none the wiser. However, there is a slight aura glow from the Invisible placeables from CEP23.

Check my video where I use the same system.







When the player - Me, gets outside of the Building, a conversation ensues, you can see for an instant, the source of the npc voice is an invisible placeable on the ground, but thankfully, it only shows for an instant.
               
               

               
            

Legacy_Shadooow

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oPC starts conversatiom with themself?
« Reply #31 on: July 28, 2010, 11:54:20 pm »


               Sorry but I must ask, why do you using invisible placeables from CEP2 when there are invisible placeables in default game resources (same question could go towards cep team, why they adding something what is already there)? Im using them in my module and I dint seen them "glowing" like in your video.
               
               

               
            

Baaleos

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oPC starts conversatiom with themself?
« Reply #32 on: July 29, 2010, 12:35:07 am »


               Actually, im not entirely sure which ones I am using.



Im just using the one that was at the very top of the placeable model list.

It may be CEP, it may not be. Who knows....



All I know, is that it works, and thats good enough for me.



As for the glow, unsure why they Glow would be caused, I mean, no visual effects, or model changes happens during the AssignCommand call, and the conversation is being assigned to the PC, to converse with, the PC, the only difference is that the Conversation nodes are specifically targetting that placeables tag.
               
               

               
            

Legacy_Lightfoot8

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oPC starts conversatiom with themself?
« Reply #33 on: July 29, 2010, 12:37:44 am »


               

ShaDoOoW wrote...

Sorry but I must ask, why do you using invisible placeables from CEP2 when there are invisible placeables in default game resources (same question could go towards cep team, why they adding something what is already there)? Im using them in my module and I dint seen them "glowing" like in your video.



I think the CEP added more for the reason he is seeing.  That is so they could change she shape of effects that are applyed to the object.

My guess is he either has the object non-static, Has an effect applyed to the object or is logged in as a DM that can somehow see it.   But i didnt watch the viedo, so just guessing.
               
               

               
            

Baaleos

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oPC starts conversatiom with themself?
« Reply #34 on: July 29, 2010, 03:25:03 am »


               Yeah, the object is non-static, but no effects are added.



I didnt wana add static property to it, incase it affected the name displayed.

In one case, I tried that, and when a static placeable tries to talk, its name is displayed as its model filename.



So, Anything that interacts with the players, I generally keep non-static.
               
               

               
            

Legacy_Shadooow

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oPC starts conversatiom with themself?
« Reply #35 on: July 29, 2010, 06:18:13 am »


               

Baaleos wrote...

In one case, I tried that, and when a static placeable tries to talk, its name is displayed as its model filename.

Ha, I was getting same results and thats why I switched to the OWNER tag method, so actually I can't tell you because player never speaks with placeable in my module at all.