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Dialog Help (Involves Scripting, Oh Noes!)

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 TriggerGod
05-06-2008, 9:07 PM
#1
Chances are you've seen my thread about the Kira Kase. My latest WIP. A
small one I might add, but since I'm a new modder... :xp:

If you have read it, my problem is this:
After I talk to the administrator about the Kira Case, I will talk to Zherron, who will trigger the ability to talk to the Disciple about the Kira Case, which, upon entering the module "Tarn" is located (Landing zone, module that leads to the Kinrath Cave, Khoonda, and the module with the mandalorians/mercs and salvagers) I want to teleport him to the Kinrath Caves and summon "Tarn's Apprentice" to tell me that Tarn went to the Kinrath Caves.

In simpler terms:
1)Talk to Admin about Kira
2) Talk to Zherron about Kira
3) Talk to Disciple about Kira
4)upon entering 601DAN, teleport "Tarn" to 604DAN and replace "Tarn" With "Tarn's Apprentice"
5) Get Tarn to speak different lines then he usually speaks (Usually, he speaks about hating the Jedi, and wanting to tell the others you are one. I want him to say nothing until he's teleported to 604, where he'll start saying lines.)
6) Summon Dark Jedi in the Crystal Area after killing Tarn, where you'll have a short dialog, which will always end with a fight.

My problem is teleporting Tarn, placing his apprentice near the hawk, and using on ondeath script (I know about that much about scripting)

And I need it done in a way a third grader might understand: in simple, step by step instructions :xp:

EDIT: Ok, I've figured out what to do. I'll change Tarn's dlg file so that the only thing that appears if you try to talk to him is:
[This man is too preoccupied with his work to notice you]
And I'll make a new .dlg file that'll give him dialog in the cave. Now I just need help from everything else. Now I just need to know how to get rid of the dialog so I can put in the new one :xp:
 Robespierre
05-07-2008, 7:36 AM
#2
I'm sure someone will be able to explain this to you better, but here's what I would do:

One way to make him have a different dialog in the cave would be to actually make a different .utc file for him. Another, more economical way, would be to put the [The man blah blah] string at the top of the .dlg file. Then create a global variable and set it to turn to true when you talk to Tarn's apprentice (because presumaby Tarn will not appear until you've talked to his apprentice). Then put the conditional into the dialog and when then put it as a conditional on the top dialog entry so that when its FALSE, make it appear (but when its TRUE, make the dialog entry disappear).

I'll post up the exact codes later, if you need them.
 HdVaderII
05-07-2008, 8:12 PM
#3
Globals Again ;)
 TriggerGod
05-08-2008, 6:12 PM
#4
*Head Blows Up*
Anyways, I got a new mouse, so my progress should go faster (It was acting up)
Still need it in step by step like this:
1) Blah Blah .dlg
2) Blah Globals Blah
3) Blah.
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