dvader28 Posted June 2, 2002 Share Posted June 2, 2002 Hi all. I've got a trigger that runs the script for the stormtrooper conversation about the axe-thing (as in the cairn level). You move thru the trigger and the conversation starts....trouble is, it doesn't stop once the ST's see me or when i kill them! How do i stop the conversation once i've started it? Link to comment Share on other sites More sharing options...
Xcom Posted June 2, 2002 Share Posted June 2, 2002 Maybe you can give them angerscript. That script should contain flush() command or affect (flush) and then other commands. Link to comment Share on other sites More sharing options...
dvader28 Posted June 2, 2002 Author Share Posted June 2, 2002 I've tried adding "angerscript | flushnouse" but the thing is, the script doesn't run on the stormtroopers....just simply plays MP3's. Do u have MSN messenger or Y! messenger Xcom? Link to comment Share on other sites More sharing options...
Xcom Posted June 2, 2002 Share Posted June 2, 2002 What script are you using to start the conversation? (Nope, don't use any evil messangers ) EDIT: Btw, how can it not run on the troopers if you specify it on them. You must be doing something wrong. The question is what? Link to comment Share on other sites More sharing options...
dvader28 Posted June 2, 2002 Author Share Posted June 2, 2002 Let me see.....cairn_dock1/st_conv1 Do you have mIRC? I haven't specified it on them.....the script doesn't require it....all the script does is play mp3's of two guys talking....i just HAPPEN to have two stormies there. Link to comment Share on other sites More sharing options...
Xcom Posted June 2, 2002 Share Posted June 2, 2002 Interesting script. I have one more question. How did you run it? By target_scriptrunner or as a spawnscript or smth? Link to comment Share on other sites More sharing options...
dvader28 Posted June 2, 2002 Author Share Posted June 2, 2002 triggered scriptrunner Link to comment Share on other sites More sharing options...
Xcom Posted June 2, 2002 Share Posted June 2, 2002 Ah, and here is the problem. As you can see the script doesn't affect any1 so basically, it's just playing globally (or maybe it's playing on kyle himself, not sure). That's why angerscript on the trooper doesn't stop it. What you can do is modify this script in BehaveED so it plays on the trooper. affect ("trooper1", FLUSH) { //paste here the code from original script } You should assign NPC_targetname trooper1 to one of the troopers. This way the anger script should work. Link to comment Share on other sites More sharing options...
dvader28 Posted June 2, 2002 Author Share Posted June 2, 2002 I assume i could put this new script into the "scripts" directory and use it from there? Link to comment Share on other sites More sharing options...
Xcom Posted June 2, 2002 Share Posted June 2, 2002 Yeah, only don't overwrite the original. Save this as new script. Link to comment Share on other sites More sharing options...
dvader28 Posted June 2, 2002 Author Share Posted June 2, 2002 It would be nice to know how Raven did it as well...perhaps this has something to do with it: set ( /*@SET_TYPES*/ "SET_NO_COMBAT_TALK", /*@BOOL_TYPES*/ "false" ); ? Link to comment Share on other sites More sharing options...
dvader28 Posted June 2, 2002 Author Share Posted June 2, 2002 Ah, this apparently controls whether or not the npc's will talk over the top of the running script. Link to comment Share on other sites More sharing options...
Xcom Posted June 2, 2002 Share Posted June 2, 2002 This controls whether or not NPC taunt you during teh combat. "The force betrays you" etc. Link to comment Share on other sites More sharing options...
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