Note: LucasForums Archive Project
The content here was reconstructed by scraping the Wayback Machine in an effort to restore some of what was lost when LF went down. The LucasForums Archive Project claims no ownership over the content or assets that were archived on archive.org.

This project is meant for research purposes only.

Require triggered conversation script

Page: 1 of 1
 Jaevyn
01-13-2011, 12:26 AM
#1
EDIT: Could a moderator please lock this thread as I have managed to find the solution by myself.
 Doctor-Hal
01-13-2011, 12:55 AM
#2
I've found that simply using the built-in scripts works fine for me... I attach them to the head of the particular dialogue string I only want to be available once and that's all she wrote!

k_con_talkedto - Script that determines availability
k_act_talktrue - Script that fires when spoken
 Jaevyn
01-13-2011, 3:41 AM
#3
I already know those. I'm talking about dialogue only firing once, because even if all your nodes are conditional, the dialogue on a trigger will still attempt to fire, making for annoying results.
 Doctor-Hal
01-13-2011, 2:40 PM
#4
I see what you mean, my bad. :)
Page: 1 of 1