All right guys my first question is if you have two NPCs a and b. B isn't in the module when you first enter. Can you still set a conversation node to only become availabe for NPC A if NPC B is dead?
If the answer is yes my second question would be What is the script that only allows you to enter a conversation node if an NPC is dead.
Third question *whew* all right there is again two NPC's. This time neither of them are spawned when you get in the module. NPC A is spawned by a conversation. Is there a script that would spawn NPC B as soon as NPC A was dead?
Thanks and I'm sorry for the really confusing explanation. Couldn't think of a better way to put.
1st question = Yes
2nd question = try using global variables. e.g. SetGlobalBoolean() (There is a tutorial in the general tutorials section)
you'd have to use a starting conditional script such as
int StartingConditional()
{
int iResult;
iResult = ((GetGlobalBoolean("BM_COLLECT") == TRUE) );
return iResult;
}
To set that global use a script such as
void main()
{
SetGlobalBoolean("BM_COLLECT", TRUE);
}
3rd question = Put a spawn script in your NPCs onDie script section e.g.
void main()
{
CreateObject(OBJECT_TYPE_CREATURE, "NPCA", Location(Vector(0.41,-7.05,1.39), 90.0));
}
}
Make sure if you use this code that is spawning from a conversation that the conversation can only be spoken once.
Hope I helped
TimBob12
Thanks TimBob12 you helped me a lot.