th3overseer Posted October 2, 2018 Share Posted October 2, 2018 Once again, my terrible scripting ability is getting in the way of getting work done. I have an encounter set up, where a dude asks the player to have a seat. I want him to progress the conversation only if the player actually sits down. Link to comment Share on other sites More sharing options...
Mktavish Posted October 2, 2018 Share Posted October 2, 2018 Well you don't really need any scripting ... just some conditions on the dialogue.And if you want the NPC to initiate the sit down conversation , then use an AI package of Dialogue. So for conditions on the initial greeting that tells the player to sit down.Just have it flagged goodbye , and besides the GetIsID of the npc , put another condition of"GetIsUsedItem" the chair in question , which you probably just want to make a unique base-Id for.Then run on Reference , the Player in the cell where this is. And for the comparison of the first greet topic telling the player to sit , use a " != 1 "Then the dialogue package that will force greet the player , use the same condition but reverse the comparison " == 1 " I think that will work , but may need some other conditions , and possibly advancing variables held in a quest script done in result scripts of dialogue info's , or other events. If there is other things that are going to control whether these two greet topics are used. Link to comment Share on other sites More sharing options...
th3overseer Posted October 3, 2018 Author Share Posted October 3, 2018 Well you don't really need any scripting ... just some conditions on the dialogue.And if you want the NPC to initiate the sit down conversation , then use an AI package of Dialogue. So for conditions on the initial greeting that tells the player to sit down.Just have it flagged goodbye , and besides the GetIsID of the npc , put another condition of"GetIsUsedItem" the chair in question , which you probably just want to make a unique base-Id for.Then run on Reference , the Player in the cell where this is. And for the comparison of the first greet topic telling the player to sit , use a " != 1 "Then the dialogue package that will force greet the player , use the same condition but reverse the comparison " == 1 " I think that will work , but may need some other conditions , and possibly advancing variables held in a quest script done in result scripts of dialogue info's , or other events. If there is other things that are going to control whether these two greet topics are used.Just tried it, and the dude is still just telling me to "take a seat" when I'm sitting down in the special chair. Between that and his force-greeting script not working, he's easily earned the top spot as my most hated NPC in the mod. Link to comment Share on other sites More sharing options...
Deleted53139156User Posted October 3, 2018 Share Posted October 3, 2018 Dead Money used a trigger box to make dean play a bark when the player entered asking the PC to sit down then switched to normal dialogue. Maybe use iscurrentfurnitureobj or iscurrentfurnitureref for the condition. Or use an on activate script on the chair to start the dialogue. Link to comment Share on other sites More sharing options...
Mktavish Posted October 4, 2018 Share Posted October 4, 2018 Ya it is probably the condition I mentioned with the furniture object not working as the used item within the frame that the package list gets cued for evaluation . And there is probably a better one to try like aghjax mentions. I had considered an OnActivate with the chair. But since that is a one frame script block. It seems it would fire before the PC is actually sitting down. So to get it to fire when the PC is actually sitting down ... how about an OnTriggerEnter , with a really small trigger box on the seat of the chair ? Link to comment Share on other sites More sharing options...
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