LittleBaron Posted June 10, 2012 Share Posted June 10, 2012 Having given up on my attempt to simply have a second NPC speak up during a dialogue [Previous Post Asking for Help], I have converted said extra dialogue into a scene that plays after the primary dialogue where she [NPC 2] approaches the PC, says the lines I wanted her to say and then the original NPC 1 speaker finished up with a 'say' script command. Now, that all works I guess, it's just... janky. So again, if someone knows a better way I'd be grateful to hear it! Anyway, in order to get the PC to turn and face toward the new NPC speaker I have employed my limited math skills in a script to change the PC's Z axis to be the opposite of NPC 2's z-axis. Super-duper janky. I did try adding the PC as an actor in the 'scene', have him/her say 'nothing' but turn to face NPC 2, but that just halted progress on the scene. Maybe I did it wrong, though... SO if anyone has done something similar [forced the pc to turn and greet a speaker in a scene, or heck, even in a separate dialogue] that worked well please share your secret with me! Emphasis on please! Link to comment Share on other sites More sharing options...
fg109 Posted June 10, 2012 Share Posted June 10, 2012 Oops, did not read your whole post before posting about scenes on your other thread. Anyway, you can try giving the player an AI package. When the target of an AI Travel package (or pretty much any package I think) is an XMarkerHeading, then the NPC will turn in the direction of the XMarkerHeading when he/she reaches it. Or at least that's the way it worked in Oblivion. Perhaps just a Follow package is enough if you don't want to mess around with XMarkerHeadings. Link to comment Share on other sites More sharing options...
LittleBaron Posted June 10, 2012 Author Share Posted June 10, 2012 Thx for the replies, fg109. I will mess around again with the PC as an actor in the scene and see if I can get something to work. Link to comment Share on other sites More sharing options...
LittleBaron Posted June 10, 2012 Author Share Posted June 10, 2012 Hmm, so pretty much anything I try that adds the PC as an actor to the scene (dialogues and/or actions) simply causes the scene to stop at the first phase and the player does exactly nothing I want him to. I have read a little about 'cart' mode... do I need to place the player in 'cart mode' or call some other command to make the player behave like a puppet in the scene? Link to comment Share on other sites More sharing options...
fg109 Posted June 10, 2012 Share Posted June 10, 2012 I think you might want to take a look at this video tutorial. Link to comment Share on other sites More sharing options...
LittleBaron Posted June 11, 2012 Author Share Posted June 11, 2012 Thanks for the link! It taught me what I needed to know. Here is the function that I was missing: Function SetPlayerAIDriven(bool abAIDriven = true) native global Link to comment Share on other sites More sharing options...
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