Ravager Posted June 29, 2008 Share Posted June 29, 2008 Hi! When i talk to npc he changes his position (turn face to me). How can i change this? Link to comment Share on other sites More sharing options...
Exile007 Posted June 29, 2008 Share Posted June 29, 2008 Depends, is this for KotOR or TSL? If the latter, then you can check the box "Doesn't Reorient on PC" in KT's creature editor. I'm not sure how you would do that for K1 though... Link to comment Share on other sites More sharing options...
Silveredge9 Posted June 29, 2008 Share Posted June 29, 2008 To stop an NPC from facing the PC during a conversation, you would use a script along the lines of... void main(){ object oNPC=GetObjectByTag("NPC_TAG"); AssignCommand(oNPC, SetLockOrientationInDialog(oNPC, TRUE)); } Though make sure you fire it prior to the conversation starting. Link to comment Share on other sites More sharing options...
Ravager Posted July 1, 2008 Author Share Posted July 1, 2008 Now i need help with dialogues ;D I want to replace existing node with another when quest is complete or something is happen. How can i do that? Link to comment Share on other sites More sharing options...
TriggerGod Posted July 1, 2008 Share Posted July 1, 2008 that would require some scripting. It would end up being in the same .dlg file, so you wouldn't need to create a whole new dlg. Link to comment Share on other sites More sharing options...
HdVaderII Posted July 2, 2008 Share Posted July 2, 2008 Globals perhaps? Link to comment Share on other sites More sharing options...
Ravager Posted July 2, 2008 Author Share Posted July 2, 2008 ehh i dont know how can i do that. i can use "script that determines availability" but i dont know how delete node by script. Link to comment Share on other sites More sharing options...
sekan Posted July 2, 2008 Share Posted July 2, 2008 http://lucasforums.com/showthread.php?t=187487 Hope that helps Link to comment Share on other sites More sharing options...
Exile007 Posted July 2, 2008 Share Posted July 2, 2008 You could also use a journal script for that. This would be what you use for to set the conditional. void main() { AddJournalQuestEntry("quest_name",1); } And this is what you could use to check the conditional. int StartingConditional() { return (GetJournalEntry("quest_name")==1); } Replace "quest_name" with the name of your quest, and 1 with the entry the journal is on. Hope this helped! EDIT: Forgot about where you should attach the scripts! Attach the first one at the end of the dialog node that you want to be deleted in "script to run for this node", and attach the other one on the node above it as the "script that determines availability." Make the node that you want to be deleted the one at the bottom, as the game cycles through each node to check if each conditional is available, it will keep going down until it finds something it can run. Link to comment Share on other sites More sharing options...
Ravager Posted February 5, 2009 Author Share Posted February 5, 2009 To stop an NPC from facing the PC during a conversation, you would use a script along the lines of... void main(){ object oNPC=GetObjectByTag("NPC_TAG"); AssignCommand(oNPC, SetLockOrientationInDialog(oNPC, TRUE)); } Though make sure you fire it prior to the conversation starting. Somebody can tell me where i must put that script? I tried almost everythink. Link to comment Share on other sites More sharing options...
Star Admiral Posted February 5, 2009 Share Posted February 5, 2009 You could add this script to the script used to spawn the NPC. - Star Admiral Link to comment Share on other sites More sharing options...
Ravager Posted February 5, 2009 Author Share Posted February 5, 2009 void main() { // Check to see if it has already been spawned if(!GetIsObjectValid(GetObjectByTag("hodis"))) CreateObject(OBJECT_TYPE_CREATURE, "hodis", Location(Vector(131.93,100.63,1.50), 180.0)); object oNPC=GetObjectByTag("hodis"); AssignCommand(oNPC, SetLockOrientationInDialog(oNPC, TRUE)); // Fire old script ExecuteScript("k_pdan_14a_areaold", OBJECT_SELF); } It doesn't work. NPC still change his position during a coversation. Link to comment Share on other sites More sharing options...
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