viking99 Posted February 17, 2011 Share Posted February 17, 2011 I have created an ambush situation with different dialogue choices. The player exits a cave with a quest item. After exiting the player triggers an area trigger and three Khan hunters intercept the player and engage in dialogue. I have created the different dialogue choices and all works well. If the player fails in the dialogue combat will occur. I am not sure on how to proceed. If the player succed in the dialogue i want the hunters to continue to the nearby cave door and fade out. any suggestions? Link to comment Share on other sites More sharing options...
davidlallen Posted February 17, 2011 Share Posted February 17, 2011 Please read at geck.bethsoft.com about "packages". You will need to create a travel package for the NPCs, and trigger it using a quest variable. 1. Place an xmarkerheading where you want the khans to end up at. 2. Create a travel package with this as the destination. Give it a condition like "getquestvariable yourquest yourvariable == 1".3. Add this package to the three khans.4. In the dialog topic with a peaceful resolution, add a result script "set yourquest.yourvariable to 1" This will get the khans to move to the xmarker after the conversation.5. Add a cubic trigger surrounding the xmarker, and add a script with "ontriggerenter". There are several ways to write this script, basically you want to execute "disable" on each of the three khans, if they enter; but you do not want to perform any action if the player or some other NPC enters. Link to comment Share on other sites More sharing options...
viking99 Posted February 17, 2011 Author Share Posted February 17, 2011 Please read at geck.bethsoft.com about "packages". You will need to create a travel package for the NPCs, and trigger it using a quest variable. 1. Place an xmarkerheading where you want the khans to end up at. 2. Create a travel package with this as the destination. Give it a condition like "getquestvariable yourquest yourvariable == 1".3. Add this package to the three khans.4. In the dialog topic with a peaceful resolution, add a result script "set yourquest.yourvariable to 1" This will get the khans to move to the xmarker after the conversation.5. Add a cubic trigger surrounding the xmarker, and add a script with "ontriggerenter". There are several ways to write this script, basically you want to execute "disable" on each of the three khans, if they enter; but you do not want to perform any action if the player or some other NPC enters.Thanks I´ll try it out! Link to comment Share on other sites More sharing options...
Recommended Posts