This was in my WIP, but since it's been going on for this long, I think I need to take it out of my WIP. What I'm trying to do is make the PC fight a party member, "sparring" so to speak, in a talk-fight-talk sequence. I followed this (
http://www.lucasforums.com/showthread.php?s=&threadid=126615) tutorial by tk012 and Istorian wonderfully provided the following scripts as alternatives:
The second script that tk012 gave us:
void main()
{
object oNPC=GetObjectByTag("npc_tag");
//Turn on the immortality
SetMinOneHP(oNPC,TRUE);
// make NPC (Party Member) go hostile
ChangeToStandardFaction(oNPC, 1);
// give them kick to make them start attacking you
ExecuteScript("k_ai_master",oNPC,1005);
}
The OnSpawn script:
//:: k_hen_spawn01
/*
v1.0
Henchmen On Spawn In
*/
//:: Created By: Preston Watamaniuk
//:: Copyright (c) 2002 Bioware Corp.
#include "k_inc_generic"
#include "k_inc_debug"
void main()
{
//added march 10,03 by Aidan
SetIsDestroyable(TRUE,TRUE,TRUE);
GN_SetListeningPatterns();
GN_SetSpawnInCondition(SW_FLAG_EVENT_ON_DAMAGED); //OPTIONAL BEHAVIOR - Fire User Defined Event 1006
// DEFAULT GENERIC BEHAVIOR (DO NOT TOUCH) ************************************************** ***************************************
}
The OnUserDefine script:
void main()
{
int nCurrentHP;
int nUser = GetUserDefinedEventNumber();
if(nUser == 1006) // DAMAGED
{
nCurrentHP=GetCurrentHitPoints();
if (nCurrentHP<10) {
CancelCombat (OBJECT_SELF);
ClearAllActions();
ChangeToStandardFaction(OBJECT_SELF, 2);
//record that we have fought
SetLocalBoolean(OBJECT_SELF,0,TRUE);
//Turn off the imortality
SetMinOneHP(OBJECT_SELF,FALSE);
object oPC=GetFirstPC();
ActionDoCommand(ActionStartConversation(oPC));
}
}
}
The conversation starts fine, however the fighting doesn't end- in other words, the after-fight conversation doesn't start. I don't know if it's any help, but here's a picture of the dialogue.
http://i51.tinypic.com/2vwbj0n.png)
Please, any help would be extremely appreciated. I really don't want to waste my summer constantly checking for help on this anymore.