Is there a way to...
Author | Topic: Is there a way to... |
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Infiltrator
Member # 4637
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written Thursday, July 22 2004 01:12
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... allow the player to start dialogue with another PC or a following NPC? [ Thursday, July 22, 2004 01:12: Message edited by: Overwhelming ] -------------------- Visit the Blades of Avernum Center and the Beta Testing Center -------------- "Beware lest anyone cheat you through philosophy and empty deceit, according to the tradition of men, according to the basic principles of the world, and not according to Christ." Colossians 2:6-9 Posts: 483 | Registered: Tuesday, June 29 2004 07:00 |
Shock Trooper
Member # 4154
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written Thursday, July 22 2004 08:30
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You could have an item that starts a dialogue, but this is all I can think of. -------------------- You're a moron if you think I'm not. Posts: 213 | Registered: Friday, March 26 2004 08:00 |
Off With Their Heads
Member # 4045
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written Thursday, July 22 2004 09:04
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If it's supposed to happen at a specific time or place, you could just throw in a begin_talk_mode in a town state and then call that state at the specified time. Following NPCs have their own scripts, too, so you can do the same thing but have it in the character's script -- which may be better, because then it will have the "Done" button that it wouldn't have otherwise. -------------------- Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens. Smoo: Get ready to face the walls! Ephesos: In conclusion, yarr. Kelandon's Pink and Pretty Page!!: the authorized location for all things by me The Archive of all released BoE scenarios ever Posts: 7968 | Registered: Saturday, February 28 2004 08:00 |
Infiltrator
Member # 4637
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written Thursday, July 22 2004 09:26
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What I was thinking is that the player should use the talk icon to talk with the NPC. And when he does it in a specific place or area, new talking nodes would appear. For example. I try to talk to the NPC and receie a message saying we do small talk. But when I try to talk to him inside a certain building, for example, then it would trigger a dialogue (stored in the town's dialogue script). -------------------- Visit the Blades of Avernum Center and the Beta Testing Center -------------- "Beware lest anyone cheat you through philosophy and empty deceit, according to the tradition of men, according to the basic principles of the world, and not according to Christ." Colossians 2:6-9 Posts: 483 | Registered: Tuesday, June 29 2004 07:00 |
Shock Trooper
Member # 4154
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written Thursday, July 22 2004 09:31
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When you hit the talk button, the NPC cannot be selected. EDIT: Oh. Ok. [ Thursday, July 22, 2004 09:41: Message edited by: Eldiran ] -------------------- You're a moron if you think I'm not. Posts: 213 | Registered: Friday, March 26 2004 08:00 |
Infiltrator
Member # 4637
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written Thursday, July 22 2004 09:35
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I know. That's why I was asking if there was a way around this. :) -------------------- Visit the Blades of Avernum Center and the Beta Testing Center -------------- "Beware lest anyone cheat you through philosophy and empty deceit, according to the tradition of men, according to the basic principles of the world, and not according to Christ." Colossians 2:6-9 Posts: 483 | Registered: Tuesday, June 29 2004 07:00 |