Canderis Posted August 19, 2009 Share Posted August 19, 2009 TSL: For this mod I am working on I want to talk to the a placable (I put a start dialog script in the onuse script slot in the placable's utp file) and then after the dialog is finished to spawn 3 npcs (working). After you kill them you talk to the placable again and it should play a new line. StarAdmiral gave me this script: int StartingConditional() { if( GetIsDead( GetObjectByTag( "n_dt" ) ) && GetIsDead( GetObjectByTag( "n_dn" ) ) && GetIsDead( GetObjectByTag( "n_ds" ) ) ) return TRUE; return FALSE; } I have this compiled and put in the first conditional slot. But when I talk to the placable again after they are dead, the placable plays the first dialog option again. What can I do to fix this? Link to comment Share on other sites More sharing options...
Nirran Posted August 19, 2009 Share Posted August 19, 2009 put this in the first dialog(one they are alive) int StartingConditional() { if( !GetIsDead( GetObjectByTag( "n_dt" ) ) && !GetIsDead( GetObjectByTag( "n_dn" ) ) && !GetIsDead( GetObjectByTag( "n_ds" ) ) ) return TRUE; return FALSE; } should be good Nirran Link to comment Share on other sites More sharing options...
Canderis Posted August 19, 2009 Author Share Posted August 19, 2009 put this in the first dialog(one they are alive) int StartingConditional() { if( !GetIsDead( GetObjectByTag( "n_dt" ) ) && !GetIsDead( GetObjectByTag( "n_dn" ) ) && !GetIsDead( GetObjectByTag( "n_ds" ) ) ) return TRUE; return FALSE; } should be good Nirran Conditional slot? Link to comment Share on other sites More sharing options...
Nirran Posted August 19, 2009 Share Posted August 19, 2009 yea Link to comment Share on other sites More sharing options...
Canderis Posted August 19, 2009 Author Share Posted August 19, 2009 Now the first node doesn't fire at all. Only the second one. On a side note Nirran, the script to add a bonus to my character works like a charm Link to comment Share on other sites More sharing options...
Star Admiral Posted August 19, 2009 Share Posted August 19, 2009 The first dialog node should be the dialog that fires after the NPCs are dead. Use this script in the conditional slot: int StartingConditional() { if( GetIsDead( GetObjectByTag( "n_dt" ) ) && GetIsDead( GetObjectByTag( "n_dn" ) ) && GetIsDead( GetObjectByTag( "n_ds" ) ) && GetLocalBoolean( OBJECT_SELF, 40 ) ) return TRUE; return FALSE; } Add SetLocalBoolean( OBJECT_SELF, 40, TRUE ); to the last line of the NPC spawning script. - Star Admiral Link to comment Share on other sites More sharing options...
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