Silveredge9 Posted October 15, 2006 Share Posted October 15, 2006 Is there a way to make certain parts of a dialogue unskippable whilst keeping others skippable? For example, the talking parts of a dialogue with an enemy skippable but the point which shows him turning on his lightsaber unskippable. Or for example showing him move from point A to point B unskippable. Link to comment Share on other sites More sharing options...
tk102 Posted October 15, 2006 Share Posted October 15, 2006 The Skippable flag is associated with the root node of the dialog, so you could split your dialog into two or more .dlg files. The chunk that you want to be unskippable would have the Skippable flag turned on. Connect the dialogs together using scripts that call ActionStartConversation. If the action that you don't want to skip does not require the NPC to talk, you could also use the ActionPauseConversation and ActionResumeConversation functions within a script that invokes the other actions. Link to comment Share on other sites More sharing options...
stoffe Posted October 15, 2006 Share Posted October 15, 2006 If this is for TSL there is also a "NodeUnskippable" field for each Entry which, if set to 1 (GFF) or turned on (DLGEditor) should prevent that particular node from being clicked past. If it's for KotOR1 that field does not exist though, and it can only be set for the entire dialog, as tk102 said. Link to comment Share on other sites More sharing options...
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