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A small scripting question


dvader28

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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?

 

:vadar:

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What script are you using to start the conversation?

 

(Nope, don't use any evil messangers :D )

 

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? :D

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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.

 

:vadar:

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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.

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