Doors can't hold conversations. Here are two possible solutions. Each will work and which one you choose depends on asthetics:
* Place an unusable but not static invisible object at the same location as the door. Name it the same as the door. "Door" for example, or the name of the person inside the door, like "Door Guard". On the door's FailToOpen, start the conversation between the invisible object and the player instead of between the door and the player.
* If you don't need the player to explicitly converse with someone or something else, you can make the player hold the conversation with him/her self.
I hope one of these suggestions is useful to you.
Modifié par Melkior_King, 12 janvier 2012 - 08:32 .