glowplug Posted July 30, 2010 Share Posted July 30, 2010 What I am trying to do...1. NPC Ghost appears (on trigger)2. NPC Ghost walks/runs to Player3. NPC Ghost asks for help/follow (MessageBox "Follow ghost", "Yes", "No")4. If Yes ghost walks to location Else ghost follows Player. I've come close with creating scripts and packages but the problems I've had were...* NPC lipsyncs and walks off to location (one package and quest level topic).* NPC ignores quest topic (despite stage), reverts to civilian dialogue and will not perform second (travel) package. Having used the Forlorn Watchman quest, scripts and packages for reference I am extremely confused as to the whole thing glues together. PS the only way I have been able to start quest topics is the first as GREETING but the player still has to activate the NPC - why?? Thanks in advance,Greg Link to comment Share on other sites More sharing options...
slygothmog Posted July 30, 2010 Share Posted July 30, 2010 Have you tried putting the conversation in the topics section, then using the command < NPCRef >.startconversation player < TopcID > the NPC will approach the player and initiate the conversation without you having to activate them first. Link to comment Share on other sites More sharing options...
glowplug Posted July 31, 2010 Author Share Posted July 31, 2010 Have you tried putting the conversation in the topics section, then using the command < NPCRef >.startconversation player < TopcID > the NPC will approach the player and initiate the conversation without you having to activate them first. Thank you, works great. I gave up on toggling follow/travel packages.If the player walks off they will still be able to resume the quest elswhere. All I have to do now is stop the ghost pacing back and forth at the end xmarker.I tried the same as the Forlorn Watchman end ghostwalk but mine won't stand still?? Link to comment Share on other sites More sharing options...
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