Author Topic: start conversation?  (Read 351 times)

Legacy_Who said that I

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start conversation?
« on: October 24, 2015, 06:54:26 am »


               

okay for some reason this script does NOT fire when a pc enters a trigger.....


 




void main()

{

    // Get the creature who triggered this event.

    object oPC = GetEnteringObject();

 

    // Only fire for (real) PCs.

    if ( !GetIsPC(oPC)  ||  GetIsDMPossessed(oPC) )

        return;

 

        return;

 

    // The PC holds an inner dialog.

    AssignCommand(oPC, ActionStartConversation(oPC, "p012c005slayerme", TRUE, FALSE));

}

 

 



 



anyone knows a solution?



               
               

               
            

Legacy_kalbaern

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start conversation?
« Reply #1 on: October 24, 2015, 07:07:12 am »


               

One too many "returns" I think .. try deleting one.



               
               

               
            

Legacy_Who said that I

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start conversation?
« Reply #2 on: October 24, 2015, 07:15:14 am »


               

okay I noticed that the pc wanted to start the conversation but was unable to. 


 


so this is kinda what I wanted:


 


pc walks out of the building and when entering the trigger a dialogue with an npc starts (who is not there at present)  to simulate a phonecall.



               
               

               
            

Legacy_Proleric

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start conversation?
« Reply #3 on: October 24, 2015, 10:52:24 am »


               

The conversation syntax looks OK to me.


 


Does that conversation exist?


 


Does the PC enter the trigger immediately on entering the area? If so, I recommend a 2 second delay, because conversation is somewhat unreliable during the area OnEnter event.


 


Are you getting the "too excited to talk" feedback? In that case, ClearAllActions(TRUE) should clear the combat state.


 


Incidentally, you can achieve a similar effect by using an invisible placeable (whose name and portrait resref have been preset to mimic the PC) to start the conversation, but that shouldn't be necessary here.



               
               

               
            

Legacy_Who said that I

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start conversation?
« Reply #4 on: October 31, 2015, 07:28:47 am »


               

I actually managed to work around my little issue. The dialogue does indeed exist but for some weird reason it was not starting, so I attached it to a placeable and then made a trigger around it to let the player know they should click on the phonebooth XD


 


thanks everyone for your input '<img'>