Vox Kalam Posted August 21, 2007 Share Posted August 21, 2007 I must be getting annoying, lol My computer crashed, I lost a .mod file I made a while back and had to start over, and now one of the older scripts won't work. void main() { object oattonpilot = GetObjectByTag("attonpilot"); DelayCommand(0.5, AssignCommand(oattonpilot, ActionStartConversation( GetFirstPC(), "tarisarrival"))); } It's the onenter script for the .mod Link to comment Share on other sites More sharing options...
stoffe Posted August 21, 2007 Share Posted August 21, 2007 I must be getting annoying, lol My computer crashed, I lost a .mod file I made a while back and had to start over, and now one of the older scripts won't work. It's the onenter script for the .mod Is this a cutscene module that the player only enters once, alone, and no NPCs get spawned into? Otherwise you'll need to make sure the script only fires when it's the player character who enters the area. Also, is the creature/placeable with the tag "attonpilot" near the area entrance? Otherwise you'll need to set the parameter in ActionStartConversation() to start the conversation even if the speaker and player are far apart. Finally, make sure the tarisarrival.dlg file is still among the module data. If you're working with an older version of the mod file it's possible it hadn't been added yet. (And likewise make sure there is a creature or placeable with the tag attonpilot in the area.) Link to comment Share on other sites More sharing options...
Vox Kalam Posted August 21, 2007 Author Share Posted August 21, 2007 Attonpilot exists, and the .dlg is in Override. The .Mod is resused 001EBO, with the starting point in the main hold. Attonpilot is in the cockpit. Based on what you say, everything is fine but the parameter which I have no clue about. Edit: DOH! I'm an idiot. I started the module over from scratch and did it all right, save one thing - I forgot to specifiy which script to use upon entry! Sorry...sorry... Link to comment Share on other sites More sharing options...
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