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NPC Conversation Script Help


KazFoxsen

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I'm trying to have a conversation between some NPCs start when the player enters a room. I've made a quest (aMark) with no named objectives (just 0 and 10,), added a trigger primitive and attached this script to it:

 

SCN aMarkStageTriggerScript

 

BEGIN onTriggerEnter player

 

if getStage aMark < 10

setStage aMark 10

endif

 

END

 

Stage 10 is one of the conditions I put for the NPCs' lines under the Conversation tab. However, when I enter the area, they just turn and look at me and the conversation never starts. How do I fix this? I've tried checking out a similar event in the game (when you hear Trudy and Joe Cobb in Goodsprings), but there's nothing listed under Conversation for that quest (VMS16).

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I'm not particularly great at scripting, but don't you also need to add to that script something to force the NPC to talk to the player? Or if you want it to be a little more natural and let the player choose to talk to the NPC at their own discretion, wouldn't the dialogue then need to have the parameters of aMark set to 10? So in other words, the dialogue itself needs to make sure aMark is set to 10 before you can talk to them about those topics?
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Okay, I've got one character to talk.

 

In the Joe/Trudy convo in the Saloon, the conversations are actually in a Goodsprings dialog quest, not Ghost Town Gunfight. The script attached to the primitive which triggers the dialog uses GSJoeCobbRef.StartConversation TrudyRef, GSJoeCobbIntro GSJoeCobbRef TrudyRef, plus some other stuff I'm not sure about like Disable and MarkForDelete.

 

I deleted the quest numbers for aMark and changed the trigger script to this:

 

 

SCN aMarkStageTriggerScript

 

BEGIN onTriggerEnter player

 

atest1Ref.StartConversation atest2Ref, aMarkUltimatum

 

endif

 

END

 

Just need to get the other character to talk.

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I've tried making each line into a topic, using the Link To and From spaces, and changed trigger script to:

 

SCN aMarkStageTriggerScript

 

BEGIN onTriggerEnter player

 

atest1Ref.StartConversation atest2Ref, aMarkUltimatum atest1Ref atest2Ref

 

endif

 

END

 

But still, only the first character (atest1) will talk.

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