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Semi simple question.


harark1

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I need to know how can I start a dialouge when I walk past a certian spot in a module. Specificlly making a script that triggers a dialouge when I walk past a spot.

 

Also i need to know how I can make a script that makes a dialouge entry unseable when you get a journal entry, so you can't reaccept the quest over and over.

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For the walking past a certain spot to use a script you would need to use triggers, which Darth333 has made a tutorial of here.

 

http://www.lucasforums.com/showthread.php?t=145870

 

As for the second you need conditional scripts which TimBob12 made a tutorial of here.

 

http://www.lucasforums.com/showthread.php?t=206600

 

Hope this helped.

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For the first part, it is also possible to do this via scripting only.

 

If the NPC that you want to initiate the dialog is visible and in the module, use the NPC's OnPerception event, which is quite easy to do. To learn more about this, see my thread on spawning a cloaked NPC. Sadly, the resolution that came about in that thread was lost when LF had the database error, but you will soon see the results in the new issue of Force Fashion K1 :dev14:

Also see tk102's tutorial on UserDefinedEvents

The benefit to this method is that you do not need to repack the module.

 

As for the second part, yes TB12's tut is excellent :D

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No what happens is you walk into a room and when you enter this dark jedi talks to you telepathicly and the door closes and locks behind you. So what would be best for that? I'm thinking a trigger but you guys know more then me.

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No what happens is you walk into a room and when you enter this dark jedi talks to you telepathicly and the door closes and locks behind you. So what would be best for that? I'm thinking a trigger but you guys know more then me.

 

A trigger or an invisible placeable would work equivalently.

 

For the "telepathic" conversation, you would need to start a conversation with the ethereal DJ. Otherwise I think it would be a bit weird, and possibly difficult to get your VO at the right volume to be heard clearly over in-game music and not be jarringly loud for a *telepathic* conversation.

 

So, you walk into the room, deep enough to either be "perceived" by the invisible placeable/NPC, or to set off a trigger you have placed. This initiates your "telepathic" conversation, which concludes with a script that locks the door. Really, not too difficult either way, although adding a camera shot of a "locking door" into the cinematic conversation will involve camera editing, which is not something I have tackled to-date.

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