Fallen Guardian Posted December 13, 2010 Share Posted December 13, 2010 All right guys my first question is if you have two NPCs a and b. B isn't in the module when you first enter. Can you still set a conversation node to only become availabe for NPC A if NPC B is dead? If the answer is yes my second question would be What is the script that only allows you to enter a conversation node if an NPC is dead. Third question *whew* all right there is again two NPC's. This time neither of them are spawned when you get in the module. NPC A is spawned by a conversation. Is there a script that would spawn NPC B as soon as NPC A was dead? Thanks and I'm sorry for the really confusing explanation. Couldn't think of a better way to put. Link to comment Share on other sites More sharing options...
TimBob12 Posted December 13, 2010 Share Posted December 13, 2010 1st question = Yes 2nd question = try using global variables. e.g. SetGlobalBoolean() (There is a tutorial in the general tutorials section) you'd have to use a starting conditional script such as int StartingConditional() { int iResult; iResult = ((GetGlobalBoolean("BM_COLLECT") == TRUE) ); return iResult; } To set that global use a script such as void main() { SetGlobalBoolean("BM_COLLECT", TRUE); } 3rd question = Put a spawn script in your NPCs onDie script section e.g. void main() { CreateObject(OBJECT_TYPE_CREATURE, "NPCA", Location(Vector(0.41,-7.05,1.39), 90.0)); } } Make sure if you use this code that is spawning from a conversation that the conversation can only be spoken once. Hope I helped TimBob12 Link to comment Share on other sites More sharing options...
Fallen Guardian Posted December 13, 2010 Author Share Posted December 13, 2010 Thanks TimBob12 you helped me a lot. Link to comment Share on other sites More sharing options...
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