Non-Joined NPC Dialogue
#21
Posted 23 August 2010 - 01:16 PM
Oh, and please post the spawn script where you spawn Eilthyra. You could try dropping the Global("EilthyraExists","GLOBAL",1) from her script.
"Imagination is given to man to console him for what he is not; a sense of humor, for what he is." - Oscar Wilde
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#22
Posted 23 August 2010 - 01:27 PM
And here's Q!AR0406
Edited by ottomadenedamotto, 23 August 2010 - 01:29 PM.
#23
Posted 23 August 2010 - 02:01 PM
Just delete
Global("EilthyraExists","GLOBAL",1)
from q!eilthy.baf. You don't need it.
"Imagination is given to man to console him for what he is not; a sense of humor, for what he is." - Oscar Wilde
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#24
Posted 23 August 2010 - 03:04 PM
And now on to the next problem...
The dialogue fires on sight of Player1: Awesome. Eilthyra wanders off when it's over and disappears: Yes. But then Aiden just stands around like a bump on a log. I want her to walk over and say hi.
Here's my best guess:
IF See(Player1) NumTimesTalkedTo(0) CombatCounter(0) !See([ENEMY]) THEN RESPONSE #100 MoveToObject(Player1) StartDialogueNoSet(Player1) END
But that's not doing a thing.
For reference, here's the dialogue. I haven't bothered yet to make it my own, so it's pretty much a straight rip from the tutorial.
Come on, Aiden. Get over there and say something...
Edited by ottomadenedamotto, 23 August 2010 - 03:05 PM.
#25
Posted 23 August 2010 - 03:23 PM
Anyway, this problem is twofold. The first issue is that NumTimesTalkedTo() is a local variable stored on the CRE and that Aiden has already talked to Player1 during the dialogue with Eilthyra. Yes, I know, he was talking to Eilthyra, but never mind.
The second problem is that in-party NPCs run their scripts 15 times per second, but out-of-party NPCs run their scripts about once every six seconds. Creates issues.
To avoid both problems, put this block in AR0406.bcs. So your spawn block becomes
IF Global("AidenExists","AR0406",0) THEN RESPONSE #100 SetGlobal("AidenExists","AR0406",1) CreateCreature("Q!adn",[688.1085],2) END IF Global("ElthyriaExists","AR0406",0) THEN RESPONSE #100 SetGlobal("ElthyriaExists","AR0406",1) CreateCreature("Q!eilthy",[659.1104],10) END IF Global("AidenTalkedToEilthyra","GLOBAL",2) // you set this in the dialogue between A. and E. THEN RESPONSE #100 SetGlobal("AidenTalkedToEilthyra","GLOBAL",3) ActionOverride("q!aiden",StartDialogueNoSet(Player1)) END
You will need to change the first state of your dialogue like this to account for the change you made in the area script:
IF ~Global("AidenTalkedToEilthyra","GLOBAL",3)~ THEN BEGIN ExampleJoin SAY ~Well met! I'm Lynneth, a traveling adventuress. If you are more hero than villain, I will join your cause.~ IF ~~ THEN REPLY ~Welcome aboard!~ DO ~SetGlobal("AidenTalkedToEilthyra","GLOBAL",4)~ GOTO AidenJoin IF ~~ THEN REPLY ~Forget it!~ DO ~SetGlobal("AidenTalkedToEilthyra","GLOBAL",4)~ GOTO AidenReject IF ~~ THEN REPLY ~How about later?~ DO ~SetGlobal("AidenTalkedToEilthyra","GLOBAL",4)~ GOTO AidenLater END
"Imagination is given to man to console him for what he is not; a sense of humor, for what he is." - Oscar Wilde
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#26
Posted 23 August 2010 - 06:16 PM
#27
Posted 23 August 2010 - 07:21 PM
"Imagination is given to man to console him for what he is not; a sense of humor, for what he is." - Oscar Wilde
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#28
Posted 23 August 2010 - 08:06 PM
Hmm. Too busy for dialogue, you say? You are testing on a patched installation, yes? I understand that you prefer not to post mod-specific dialogue, but at this point, it would help me diagnose your problem if I had the mod in front of me. Can you either upload it somewhere or email it to me at my screen name at gmail dot com? I'd be happy to help you sort it out.
Okay, I sent it to your Gmail account.
Edited by ottomadenedamotto, 23 August 2010 - 08:09 PM.
#29
Posted 23 August 2010 - 08:47 PM
"Imagination is given to man to console him for what he is not; a sense of humor, for what he is." - Oscar Wilde
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