Jasmiyne Posted February 14, 2011 Share Posted February 14, 2011 (edited) Hi, new at this. 1) Trying to create a script that will force start (startconversation) between a player and npcref1. It's a one line conversation. At end, npcref2 is (moveto) player.ref. He is set to frenzy and proceeds to try and kill player. 2) Conditions for it to fire are that the player>=level 15 AND player is in a freeside cell. 3) I have attached the script as a quest. 4) It is set to begin ongame (or gamemode, whatever) The above WORKS. My problem is this: everytime the player.ref comes near npcref1, and player.ref does not meet both of the above specifications (min. level and required cell location), the script fires by moving the view in, then out. The character is screwed-up from that point on.What I WANT to do is make it so that the quest script won't fire UNTIL the player is level>=15 and in a Freeside cell. Like I said, I'm real new at this. I'm sure it's very simple. I've been scouring scripts in GECK and on websites for hours. Thought I'd throw it up here. thanks Edited February 14, 2011 by Jasmiyne Link to comment Share on other sites More sharing options...
ProjectEW Posted February 14, 2011 Share Posted February 14, 2011 Well, first of all, it would be helpful to see the code. For the MoveTo, I assume you want him to just teleport to the player, not walk to him or anything, so you would need a script for that. But, for the conversation, you can use a dialogue AI package. Link to comment Share on other sites More sharing options...
Jasmiyne Posted February 14, 2011 Author Share Posted February 14, 2011 scn Genericscript Begin gamemode MYNPCref.Startconversation Player Killtopic end =========================================== The script works, it does what I want it to do. Unfortunately, I don't know how to make it NOT do it until: 1) The Player is at least 15th level and 2) Tha player is in Freeside. As it's written, MYNPCref tries (understandably) to execute the script. When my Player is near MYNPcref, is get a 'zooming in', as if it's starting the conversation topic, then a 'zooming out' when the conversation topic (which is set in the quest dialogue options to not appear as a dialogue option with MYNPC until player is at least 15th level, and in a Freeside Cell) realizes my player isn't 15thlevel and currently in Freeside. Thoughts, or am I not being specific enough? Link to comment Share on other sites More sharing options...
Aragron Posted February 14, 2011 Share Posted February 14, 2011 scn Genericscript Begin gamemodeif player.getlevel >= 15 && player.getincell (Freeside Cell Here,find it in the Cell View) MYNPCref.Startconversation Player Killtopicendif end http://geck.bethsoft.com/index.php/GetInCellhttp://geck.bethsoft.com/index.php/GetLevel Link to comment Share on other sites More sharing options...
Jasmiyne Posted February 14, 2011 Author Share Posted February 14, 2011 (edited) scn Genericscript Begin gamemodeif player.getlevel >= 15 && player.getincell (Freeside Cell Here,find it in the Cell View) MYNPCref.Startconversation Player Killtopicendif end http://geck.bethsoft.com/index.php/GetInCellhttp://geck.bethsoft.com/index.php/GetLevel Thanks Aragron, but it did not work. The getlevel req works, but only when I take out the geincell. I had player.getinworldspace freesideworld ==1. It saved the script fine, but it doesn't fire when that qualifier is present. Edited February 14, 2011 by Jasmiyne Link to comment Share on other sites More sharing options...
PaladinRider Posted February 15, 2011 Share Posted February 15, 2011 Are you absolutely sure you are in the right cell? Freeside has more than one cell. Link to comment Share on other sites More sharing options...
rickerhk Posted February 15, 2011 Share Posted February 15, 2011 Yes, because if you are inside, there's about a dozen cells: if (player.GetInCell FreesideAtomicWrangler || player.GetInCell FreesideFortInterior || ...etc) For outside, there's three: if (player.GetInWorldSpace FreesideWorld || player.GetInWorldSpace FreesideNorthWorld || player.GetInWorldSpace FreesideFortWorld) Link to comment Share on other sites More sharing options...
Jasmiyne Posted February 15, 2011 Author Share Posted February 15, 2011 Yes, because if you are inside, there's about a dozen cells: if (player.GetInCell FreesideAtomicWrangler || player.GetInCell FreesideFortInterior || ...etc) For outside, there's three: if (player.GetInWorldSpace FreesideWorld || player.GetInWorldSpace FreesideNorthWorld || player.GetInWorldSpace FreesideFortWorld) I traveled around freeside areas to see if I could get it to trigger. Link to comment Share on other sites More sharing options...
joshua121 Posted December 19, 2011 Share Posted December 19, 2011 I know it's been a while since you posted this, but I thought I would put in my two cents anyway.... you could try something dirty like this... Scn YourScript Short DoOnce Begin Gamemode if DoOnce == 0 && player.getlevel >= 15 set DoOnce to 1 endif if Doonce == 1 && player.getincell (editorid) MYNPCref.Startconversation Player Killtopic set DoOnce to 2 endif end a good test to see if your script is firing ... I make a message sometimes that says "this works" and then use the showmessage command. Sometimes it's not the script that isn't working I've found. Link to comment Share on other sites More sharing options...
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