stars2heaven Posted April 18, 2011 Share Posted April 18, 2011 I have a party going on and there is this commotion upstairs that is supposed to stop everyone in their tracks, look to the ceiling and ask "whats going on up there?" I have it all working, but its not working quite as smoothly as I'd like it to. The problem is once the quest stage is set and it tells all of the Npcs to look at the ceiling, only the ones who aren't in the middle of a conversation do it. All the rest wait to finish talking and then they want to chase after the player for some reason. To overcome this obstacle I gave everyone a script that runs constantly until the conditions fail to allow it to. It works fine for making the npcs do what they are supposed to after they are done talking, but I'd really like them to stop talking to eachother immediately. I'd also like a script that wasn't running constantly like the one I have to use now to get things to work right. This is the script that sets the quest stage If (SpokeAldari > 0) && (SpokeMorusu > 0) && (SpokeVarnan > 0) && (SpokeOcato > 0) && (SpokeFiyero > 0) && (GetStage AAs2hlidPopular == 10) TriggerHitShader 5 SetStage AAs2hlidPopular 15 ElseIf (SpokeAldari > 0) && (SubGuest > 0) && (SpokeOcato > 0) && (SpokeFiyero > 0) && (GetStage AAs2hlidPopular == 10) TriggerHitShader 5 SetStage AAs2hlidPopular 15 EndIf This is what the quest stage resulting script does after the script above runs. This tells everyone to look up and is supposed to tell them to shut up as well. AAs2hlidAdamusPhillidaref.Look AAs2hlidLookHere AAs2hlidAldariref.Look AAs2hlidLookHere AAs2hlidMorusuDranRef.Look AAs2hlidLookHere AAs2hlidVarnanref.Look AAs2hlidLookHere AAs2hlidOcatoref.Look AAs2hlidLookHere AAs2hlidFiyeroref.EvaluatePackage AAs2hlidOcatoref.EvaluatePackage AAs2hlidVarnanref.EvaluatePackage AAs2hlidMorusuDranRef.EvaluatePackage AAs2hlidAldariref.EvaluatePackage AAs2hlidAdamusPhillidaref.EvaluatePackage AAs2hlidFiyeroref.Look AAs2hlidLookHere AAs2hlidGalindaRef3.Disable AAs2hlidGogronRef.Enable This is the script that forces everyone to do what I want them to without them running after the player like idiots Scn AAs2hlidPartyGuestsScript Begin GameMode If (Getstage AAs2hlidPopular != 15) Return ElseIf (Getstage AAs2hlidPopular == 15) AAs2hlidFiyeroref.EvaluatePackage AAs2hlidOcatoref.EvaluatePackage AAs2hlidVarnanref.EvaluatePackage AAs2hlidMorusuDranRef.EvaluatePackage AAs2hlidAldariref.EvaluatePackage AAs2hlidAdamusPhillidaref.EvaluatePackage EndIf End Anyone know what I can do to make this work better? I really would like the npcs to stop talking right away and look at the ceiling once the quest stage or some variable is set that tells them to. Oh, and the evaluatePackage is because their AI has them wandering around before stage 15. I want them to stop that also, but just making the conditions false causes them to run after the palyer. The Evaluatepackage prevents this, but only if they aren't in the middle of a conversation. Thats why I have the script on them doing it over and over again. Link to comment Share on other sites More sharing options...
stars2heaven Posted April 19, 2011 Author Share Posted April 19, 2011 I bet if I disabled and re-enabled them along with a package that included "no fallout behavior" that that would shut them up. I suppose I'll experiment with that if no one has any better suggestions. Link to comment Share on other sites More sharing options...
fore Posted April 19, 2011 Share Posted April 19, 2011 Call "Forceflee" on all your NPCs, if there is no current threat around. If in a peaceful surrounding they will simply abort all conversations, and then resume normal (your) packages. Link to comment Share on other sites More sharing options...
stars2heaven Posted April 20, 2011 Author Share Posted April 20, 2011 Call "Forceflee" on all your NPCs, if there is no current threat around. If in a peaceful surrounding they will simply abort all conversations, and then resume normal (your) packages. Thank you! That worked very well and allowed me to greatly simplify things and get rid of many unneeded scripts. Link to comment Share on other sites More sharing options...
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