LeonAnders Posted January 10, 2015 Share Posted January 10, 2015 Here is what is going on i'm attempting to: I need the player to activate a conversation when he walks into a trigger but when I enter in the codes to actually start the conversation (codes from http://geck.bethsoft.com/index.php/StartConversation ) it won't save the script. All i really understand is that the conversation codes are what does it. since i've changed them to "setstage (questname) 20 and the script saved fine. I just don't know what I keyed in wrong or what i'm missing for this script. scn HWQ01stage10triggerSCRIPT begin onTriggerEnter player if getStage HWQ01 == 10 StartConversation knightcom1, HWQ01Dialogue StartConversation player, ForceGreetTopic StartConversation player, ForceGreetTopic ref.joe ref.player 1 endif end Any help would be appreciated, and thanks in advance. Link to comment Share on other sites More sharing options...
Jokerine Posted January 10, 2015 Share Posted January 10, 2015 I have some forcegreet triggers working properly in my game. Here's the script I'm using. I know there must be a cleaner way to do this, but y'know, whatever. It took me forever to get it working too, haha! Give both the NPC and the trigger box their own REFs and make them persistent references. SCN ForceGreetScript short doonce BEGIN OnTriggerEnter Player NPCwhoWillTalkToPlayerREF.StartConversation player, ForceGreetTopicID TriggerBoxREF.disable TriggerBoxREF.MarkForDelete set doonce to 1 END Something to keep in mind is that, at least during my own testing, this only works if the NPC does not have any AI packages to start with. You can add them later in the result script of your goodbye topic with AddScriptPackage. Good luck! :) Link to comment Share on other sites More sharing options...
LeonAnders Posted January 10, 2015 Author Share Posted January 10, 2015 Thank you so much, after some playing around with the IDs and such i finally got it. :D Link to comment Share on other sites More sharing options...
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