ltlukelt Posted December 31, 2010 Share Posted December 31, 2010 I'm trying to initiate a conversation when an item in the players inventory is clicked. I have been able to setup a new spell in spells.2da so when the item is activated, the new spell is cast, which leads to a script being executed which is attached to the spell. This mods idea is based on Darths mod here I am trying to achieve the same effect as shown in the mod above and the only part I am stuck on is how to start a conversation once an item is activated? Sorry if this sounds confusing! Thanks. Link to comment Share on other sites More sharing options...
TimBob12 Posted December 31, 2010 Share Posted December 31, 2010 have a script to start a conversation void main() { ActionStartConversation(GetFirstPC(),"dlg_filenamehere"); } Im a bit confused as to your intentions. So the item casts a spell. Then the spell runs the script. If so I think that is all you need. Just had a look in Spells.2da and the column impactscript needs to have the launch conversation script above. Then in your armband .uti file in the properties tab, have an ActivateItem line that activates your line in Spells.2da If you have any trouble just ask. Link to comment Share on other sites More sharing options...
ltlukelt Posted December 31, 2010 Author Share Posted December 31, 2010 Thanks, but I still can't get it to work. Ill explain it better: I currently have an armband.uti file which is given to the PC at the start of the game through an edit of m01aa_c01.dlg. The armband properties looks like this: While the spells.2da look like this: Once the armband is activated as shown here: the spell is supposed to run, which in turn has a script attached via impactscript. This script then starts a conversation with the PC. The problem is that the dialogue dosn't show up. When clicked the armband does nothing. Any ideas? Link to comment Share on other sites More sharing options...
TimBob12 Posted December 31, 2010 Share Posted December 31, 2010 Sorry but could I have a better picture of the armband properties because in that one the tooltip is over it. Also I don't know how you are taking the pictures but just use the Print Screen Button as it may be a bit clearer. Also I take it you compiled the script. Link to comment Share on other sites More sharing options...
ltlukelt Posted December 31, 2010 Author Share Posted December 31, 2010 Sorry, heres a better pic: All of my scripts are also compiled. I have no idea why the pictures are blurry, I'm using PrintScreen Link to comment Share on other sites More sharing options...
bead-v Posted December 31, 2010 Share Posted December 31, 2010 Maybe there's a problem with the owner of the script. You can try this: void main(){ AssignCommand(GetFirstPC(), ActionStartConversation(GetFirstPC(),"NAMEOFDLG")); } Link to comment Share on other sites More sharing options...
ltlukelt Posted January 1, 2011 Author Share Posted January 1, 2011 ^^Thanks. Just tried it but it's still not working though. I have no idea what the problem is! Link to comment Share on other sites More sharing options...
TimBob12 Posted January 1, 2011 Share Posted January 1, 2011 I notice that you have a subtype set to Death. Ive been looking at some other examples and they all have a subtype set to ERROR Link to comment Share on other sites More sharing options...
ltlukelt Posted January 1, 2011 Author Share Posted January 1, 2011 I believe the Subtype is the name of the spell set in spells.2da. I will look into it however. Thanks for the suggestion I have just replaced the .dlg file in Darths mod with my own and it seems to be working. It looks like the problem is with one of the scripts or the spells.2da file. It is now fully working after I used the spells.2da and activate script from Darths mod and renamed them accordingly. Thanks for all the help! Link to comment Share on other sites More sharing options...
TimBob12 Posted January 1, 2011 Share Posted January 1, 2011 Glad to hear it and your welcome Link to comment Share on other sites More sharing options...
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