fornarch Posted September 21, 2006 Author Share Posted September 21, 2006 Yup. Two errors. 1:{if (player.getdistance <400)}I think you mean {if (getdistance player <400)} 2:{startconversation me hello}You want to speak to nobody? Is this a work-around, or an error? Anyway, the ref "me" is declared, but not set anywhere. Ok this is what I have now scn Britton ScriptBegin Gamemodeif {(getdistance player <400)}startconversation BrittonWyatt1 HelloEndifEnd Yes I want him to talk to himself. So I put him into The WeyeExterior Cell and I edited him and edited his Reference Editor ID to BrittonWyatt1. However Now I get this Pop Up Script 'Britton' Line 3Reference function 'getdistance' requires explicit reference in quest script However if I change it to object script instead of quest script it saves...But then where do I put the script? I tried putting it the the NPC's script but that didnt work. Here are some more screenshots of what I have. Another thing I have noticed is when I go into my quest...then under the conversation tab I have my editor Id's and topics and stuff...but then when I go under my actual NPC's dialogue..by double clicking my NPC and click the dialogue tab and then the conversation tab there is no random1 under it.....Is it suppossed to be like that? Link to comment Share on other sites More sharing options...
GBHis Posted September 22, 2006 Share Posted September 22, 2006 Oh, I thought it was an object script to be attached to the actor :( Tryscn Britton Script Begin Gamemode if (BrittonWyatt1.getdistance player <400) startconversation BrittonWyatt1 Hello Endif End Link to comment Share on other sites More sharing options...
fornarch Posted September 22, 2006 Author Share Posted September 22, 2006 Oh, I thought it was an object script to be attached to the actor :( Tryscn Britton Script Begin Gamemode if (BrittonWyatt1.getdistance player <400) startconversation BrittonWyatt1 Hello Endif End Ok...it worked! except I had to put BrittonWyatt1 in front of startconversation to cuz it still said reference function requires explicit script if I didnt. ITS ALIVE!!!!!!!! Finally I can acutally start making the quest!!!!! Thanks for everyone's help especially GBHis for his scripting help...I figured out why it wouldnt do the conversation...In a post everynow and then I have been asking if it was normal about the dialogue not showing up under the characters if you click on View filter Dialogue....So finally I just decided the heck with and restarted the entire thing from scratch and this time when I made the quest and typed in the conversation and click view filtered dialgue it appeared!!! So Im thinking that my original file was corrupt or something. Thus because they werent showing up under what the NPC could say he wasnt saying it.....BUT YAYYY IM EXCITED NOW....Now I've got a lot of work to do....characters,buildings,maps,dialogue etc.... O well After what I've gone through already it should only get easier...if it doesnt...Im probably screwed lol but Ill find way to handle it... Expect my first release of this quest...A String of Robberies (still thinking about the name) within a month (hopefully). according to my friend in the original morrowind you could run across this guy who randomly says "And there I was...Alone...Naked." Ever wonder why he says that? Well that is what I plan on accomplishing...so that is what Im basing it on... Hopefully someone hasnt already done it...if so...o well. After all this Im not going back now...lol PS...Another question...In the game for some reason I get the message box about the quest before the characters even speak. And then when they do speak the text goes really fast accross the screen. I think this is because of sound and something else I cant remember where I read about this happening...Can anyone help me with this...? thanks. Link to comment Share on other sites More sharing options...
GBHis Posted September 24, 2006 Share Posted September 24, 2006 Sorry, sorry, sorry. I don't know what I have been thinking when I posted those scripts...Lol. It's nice to see that you got it working by yourself, anyway! Quest:You used a script to display the messagebox? Are we talking about a messageBOX, or a message in the left corner? Was it the "Make this my current quest" dialog? Have you tried adding the quest when the player is done talking to him? Second:Yep, that's due to lack of sound-files. Put in "blank" mp3s to get the delay. There's a tutorial somewhere on the WIKI. Link to comment Share on other sites More sharing options...
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