I have this error with a dialog file. When it fires in game it shows up like how people on taris's does as like a speech bubble in the air. I have 2 reply options that you cant even choose. Why is this happening?
I have this error with a dialog file. When it fires in game it shows up like how people on taris's does as like a speech bubble in the air. I have 2 reply options that you cant even choose. Why is this happening?
As far as I know that only happens when the Npc only has one line. Does he have a reply to those replies(of the pc)
Huh; I thought I read once in a tutorial (correct me if I'm wrong) that a dialog works like normal (non-'text bubble') if it has 3 replies.
I can't speak from experience though, seeing as I've only dealt with/made dialogs with 3+ replies.
Actually, it needs a minimum of one 'entry', that is, NPC response and one PC reply, even if that reply is blank.
Actually, it needs a minimum of one 'entry', that is, NPC response and one PC reply, even if that reply is blank.
Really then why didn't it work?
Huh; I thought I read once in a tutorial (correct me if I'm wrong) that a dialog works like normal (non-'text bubble') if it has 3 replies.
I can't speak from experience though, seeing as I've only dealt with/made dialogs with 3+ replies.
Thanks ferc that made it work!
EDIT: now for some reason it wont fire when i enter the area. Heres the fire script:
void main() {
object oNPC=GetObjectByTag("doorguard");
location lMe=GetLocation(GetFirstPC());
ActionDoCommand(SetCommandable(TRUE,oNPC));
AssignCommand (oNPC,ActionForceMoveToLocation(lMe,FALSE));
AssignCommand (oNPC, ActionStartConversation(GetFirstPC()));
}
Do you guys see any problem?
Does the NPC even move over to where you are, or does the script simply not fire at all?
- Star Admiral
Its kinda hard to tell as he spawns close to me. I think it does cuz he was facing the wrong way at first and when this script fires he faces me.
What is the trigger for this event? The OnEnter script of a module?
- Star Admiral
Yes the onenter script slot.
Try using ClearAllActions().
void main() {
object oNPC=GetObjectByTag("doorguard");
location lMe=GetLocation(GetFirstPC());
ActionDoCommand(SetCommandable(TRUE,oNPC));
ClearAllActions();
AssignCommand (oNPC,ActionForceMoveToLocation(lMe,FALSE));
AssignCommand (oNPC, ActionStartConversation(GetFirstPC()));
}
Thanks star admiral! it worked! Now I just need to fix one more bug, the script that fires in the dialog to make the people hostile only works on 3 out of the 6 people. Is it because they all are the same utc? And one other small thing, what is the uti tag for the red short saber?
void main() {
object oNPC1=GetObjectByTag("sith01");
object oNPC2=GetObjectByTag("doorguard");
object oNPC3=GetObjectByTag("cultdro");
object oNPC4=GetObjectByTag("sith01");
object oNPC5=GetObjectByTag("sith01");
ChangeToStandardFaction(oNPC1, 1);
ChangeToStandardFaction(oNPC2, 1);
ChangeToStandardFaction(oNPC3, 1);
ChangeToStandardFaction(oNPC4, 1);
ChangeToStandardFaction(oNPC5, 1);
}
Try this.
void main() {
object oNPC1=GetObjectByTag("sith01", 0);
object oNPC2=GetObjectByTag("doorguard");
object oNPC3=GetObjectByTag("cultdro");
object oNPC4=GetObjectByTag("sith01", 1);
object oNPC5=GetObjectByTag("sith01", 2);
ChangeToStandardFaction(oNPC1, 1);
ChangeToStandardFaction(oNPC2, 1);
ChangeToStandardFaction(oNPC3, 1);
ChangeToStandardFaction(oNPC4, 1);
ChangeToStandardFaction(oNPC5, 1);
}
And the .uti for the red short saber in K1 is g_w_shortsbr02. If I'm not mistaken, it's the same for TSL.
- Star Admiral
I forgot to add in the origional script one droid and when I tried to follow your example he stayed on my team and didn't go hostile.
void main() {
object oNPC1=GetObjectByTag("sith01", 0);
object oNPC2=GetObjectByTag("doorguard");
object oNPC3=GetObjectByTag("cultdro");
object oNPC6=GetObjectByTag("cultdro", 2);
object oNPC4=GetObjectByTag("sith01", 1);
object oNPC5=GetObjectByTag("sith01", 2);
ChangeToStandardFaction(oNPC1, 1);
ChangeToStandardFaction(oNPC2, 1);
ChangeToStandardFaction(oNPC3, 1);
ChangeToStandardFaction(oNPC4, 1);
ChangeToStandardFaction(oNPC5, 1);
ChangeToStandardFaction(oNPC6, 1);
}
do you see any error?
Change the 2 in the GetObjectByTag for oNPC6 to a 1. A 0 value tells the game to get the first object with that tag, a 1 gets the second object with that tag, 2 gets the third object, and so on.
- Star Admiral
Thanks SA, now there is only one bug left to fix in this module, the "red" short saber is cyan. I don't know why but it is. "g_w_shortsbr02"
Surprising. Is this for K1 or for TSL? If it's for K1, there is only one cyan color, and that is for the MOTF lightsaber, with a code of g1_w_shortsbr02. If there is no typo, try using g_w_shortsbr01, which is supposed to be for a blue lightsaber.
- Star Admiral
TSL, and there is a 1 after the g (i think).
That's the problem. Get rid of the 1 and it should be red.
- Star Admiral