Hello, I'm have a question regarding the converting of cre files. Once I have converted the .chr to .cre, there are still two signatures under the attributes in NI(chr, cre), shouldn't it look like just another cre with only one cre signature? Because when I use the CLUA to create my NPC, the game crushed, I guess there might be problems with the .cre.
So did I do it the wrong way by just changing the extension from .chr to .cre?
Thanks for any help.
Coverting to cre
Started by
-BGfan-
, Apr 21 2004 06:59 AM
4 replies to this topic
#1 -BGfan-
Posted 21 April 2004 - 06:59 AM
#2 -Guest-
Posted 22 April 2004 - 04:38 AM
What you want to do is use the 'Convert chr to cre' option in the menu in NI. This will create a cre from the selected chr file.
Renaming the extension will not work!
Regards,
Garry
Renaming the extension will not work!
Regards,
Garry
#3
Posted 22 April 2004 - 06:30 AM
Ah, I didn't expect it to be there.
Thank you!
Another question:
I included this in the .baf file:
IF
See(Player1)
NumTimesTalkedTo(0)
THEN
RESPONSE#100
Dialogue(Player1)
END
The result is the NPC constantly initiates dialogue with my main character, but I solved this problem replacing the Player1 with [PC]. So what is the difference between Dialogue(Player1) and Dialogue([PC]) (besides it initiates the dialogue with anyone in the party for [PC])?
Thank you!
Another question:
I included this in the .baf file:
IF
See(Player1)
NumTimesTalkedTo(0)
THEN
RESPONSE#100
Dialogue(Player1)
END
The result is the NPC constantly initiates dialogue with my main character, but I solved this problem replacing the Player1 with [PC]. So what is the difference between Dialogue(Player1) and Dialogue([PC]) (besides it initiates the dialogue with anyone in the party for [PC])?
#4
Posted 22 April 2004 - 12:45 PM
Player1 is an object, and starts dialogue with Player 1.
[PC] is an allegiance label, and starts dialogue with anyone in the party.
So you pretty much got it.
[PC] is an allegiance label, and starts dialogue with anyone in the party.
So you pretty much got it.
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#5
Posted 25 April 2004 - 02:40 AM
Thanks, Andyr.
I don't know why the first time I tried to use Dialogue(Player1) it initiate the dialogue constantly, it's no problem now though.
I don't know why the first time I tried to use Dialogue(Player1) it initiate the dialogue constantly, it's no problem now though.