Vagrant0 Posted March 20, 2008 Share Posted March 20, 2008 Yes. *cough* leave it to Vagrant to give you every reason why it can't be done. :rolleyes: I'm not much of a modder, but I'm sure it could be done.He phrased it as scripting, so I answered within the context of scripting. What I said is just as true, despite approaching it from different means. So what if I hadn't considdered going from a primarily dialogue based approach? Who said that I know everything, and am always right. Besides the point, the only thing that your comment accomplishes is making me less willing to review the situation as it now stands, and come up with a solution, if only out of spite (I'm petty like that). If you have nothing of value to add to the topic, you may wish to remain silent. As for the topic at hand. Maybe using "ifdead == 1" is too final, and doesn't register until too long after the hit. Maybe use a "getav health <= 0" or "getav health <= 1". But even this may not work since the hit and the conversation to speak on hit is happening before the damage is being done. In which case you would probably need some way of detecting a killing blow before it happens, or triggering the conversation after death, not on hit. In which case, you might need to play with the topics under murder and murdernocrime. Which actually makes a bit more sense than "hit" since they should say this on death, no matter how they die. If that doesn't work, there may be no option other than scripting. Link to comment Share on other sites More sharing options...
legacy001 Posted March 21, 2008 Author Share Posted March 21, 2008 That's weird. I know I've one-hit-killed Glarthir and still had him say "And to think I trusted you!"... If it doesn't work, I can't see another method... But you see, that is for a specific character. It's trivial to just make a object script and and link it to their dialog box under "upon death use this script" command. Since I'm referring to a whole race/or even all the NPCs, it seems to be more work than it is worth. Maybe I'll look back sometime in the future and figure out some absurd way to work around it, but as of right now I simply don't have enough experience for something like this. I've checked some other scripts and their conditions for detecting death is usually (health < 0) AND (timepassed = 1), I assume it detects death and then acts upon 1 second after death, that seems to work; but again, that is scripting, and not something you can do in the filtered dialogue combat-hit tab. Link to comment Share on other sites More sharing options...
LoginToDownload Posted March 21, 2008 Share Posted March 21, 2008 The "And to think I trusted you" dialogue was, in fact, in the combat-hit tab, with no scripts attached. It wasn't set to run when Glarthir was killed, admittedly, but it still had time to run when he died. Does murdernocrime still count if they're evil and/or attacked first? Vagrant0 had some good suggestions. Link to comment Share on other sites More sharing options...
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