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.

Slightly advanced script way out of my depth.

Page: 1 of 1
 Master Zionosis
06-21-2007, 9:03 AM
#1
Hello again people, I'm once again looking for scripting advice.

This time i need a script that:

Allows a dialog node to appear after the first node has been said and allow it to keep being said until Bao-Dur joins the party.

Not sure how to do this, so if someone can kindly point out how to do this for me please.

And just to let you know this is for K2, though i think the "Bao-Dur" points that out :p

Thanks in advance.
 tk102
06-21-2007, 12:54 PM
#2
This conditional script should work I think in that case:
int StartingConditional() {
return IsAvailableCreature(NPC_BAO_DUR); // fixed, was IsAvailableNPC
}
so if you saved that as c_chk_baodur then you could use it in a dialog whose tree might look like this (with conditionals and scripts displayed in DLGEditor):

[+]<c_talkedto> Hello, we haven't talked before <a_talktrue>
[+]<c_chk_baodur> Since you're a friend of a Bao Dur...<>
[+]<> Hello again <>

If you want to only the Bao Dur branch to occur one time, you'll have to set some other condition and add that check into the c_chk_baodur script.
 Master Zionosis
06-21-2007, 1:41 PM
#3
I actually just found another way to do it using your method, so thank you TK.
Page: 1 of 1