Ruadhan2300 Posted May 12, 2012 Share Posted May 12, 2012 I'm having some trouble with some dialog in one of my quests.An NPC A is supposed to run the standard "walk up to a given NPC B and talk to them with a particular dialog topic" package.The walking up to them happens, then the NPC A stands there for some moments, performs the appropriate gesticulations as I set, then walks away and goes back to what he was doing before. (also as expected) Problems are:a) I want subtitles for the dialog between the two characters (which ammounts to just the first one saying stuff really..)b) the Result Script on the topic only does one part of what it's meant to do, that is, it changes the script packages of NPC A back to sandboxing his editor location. It's meant to change the script package of NPC B too, as well as adding caps to his inventory, a key and unlocking a door. none of which are happening. so I'm wondering if the script isn't running, and simply the NPC A is returning to the default script having finished the package. I think the problem may be related to me using the Topics section of the dialog rather than Conversation or somesuch. Might be related. Update: Swapped techniques to use the Conversation type dialog, the subtitles now show up, but I'm still working out how to persuade the character's monologue to go on for more than one conversation topic, I have it linked to the new one, and set to "next speaker" as Self, but no dice. Link to comment Share on other sites More sharing options...
rickerhk Posted May 12, 2012 Share Posted May 12, 2012 Having two npcs exchange dialog like that has been pretty frustrating to me also. I've found it to be unreliable. Result scripts also unreliable. I think if the conversation goes too long and crosses the games 'evaluate package' timer, then it gets interrupted. The player can also interrupt it by activating the actors. Then if you had a result script in the last topic - fail. I've resorted to removing the links and just scripting the whole conversation using 'SayTo' on the Conversation topics and a 'staged timing' script, running on a trigger that the player walks through, to start it. Link to comment Share on other sites More sharing options...
Ruadhan2300 Posted May 12, 2012 Author Share Posted May 12, 2012 well, that sounds like useful advice... I've pretty much decided that I'm going to stick with a single line of dialog.Still frustrating cause I wanted something more complex, but it'll do, and I can then make the NPCs talk to the player for a more conventional system...I experimented with making one piece of dialog run its result script so that it forces the NPC to remove the package that tells it to talk to that person, and replaces it with another one that has the next dialog...but it didn't work at all. Link to comment Share on other sites More sharing options...
luthienanarion Posted May 13, 2012 Share Posted May 13, 2012 Make sure that NPC B is a persistent reference. Link to comment Share on other sites More sharing options...
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