sangheili1024 Posted January 16, 2011 Share Posted January 16, 2011 (edited) Hey everybody, I'm trying to create a dialog that has an NPC switch between two packages, one with their weapon drawn, the other with it holstered. Should be extremely simple, but I've gone through scripts for a few other NPCs, and I'm still drawing a huge blank. I've already created the packages with the appropriate flags checked and conditions to check for the state of their respective variables (declared in script WeaponControl), and written a dialog with the options to draw and holster the weapon, which, in theory, should set the variables and trigger the package (via Result script(End)). Except it doesn't work, and GECK tells me that the results script failed to compile. So I guess the bottom line is this: How do I control AI packages through dialog choices?Thanks in advance. EDIT: For those who are curious, I intend to use this for screenshot purposes in conjunction with the "Few Poses More" mod. Edited January 16, 2011 by sangheili1024 Link to comment Share on other sites More sharing options...
davidlallen Posted January 16, 2011 Share Posted January 16, 2011 The basic command is "actor.addscriptpackage", which you may have already found. If you have created the two packages, and you have created the dialog, then all you "should" need is to add the addscriptpackage command into the result field of the dialog. Are you using "geck powerup" to see the exact errors? It is a big pain but the normal geck doesn't display any error messages. This makes it hard to debug. If you get error messages from geck powerup, and you do not understand them, then please post the appropriate snippets of your code here and we will try to help figure it out. Link to comment Share on other sites More sharing options...
sangheili1024 Posted January 17, 2011 Author Share Posted January 17, 2011 AddScriptPackage did the trick. Thanks! Link to comment Share on other sites More sharing options...
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