the script i tried using was;
int StartingConditional()
{
// Inspect local variables
if(!(GetLocalInt(GetPCSpeaker(), "candle1") == 1))
return FALSE;
return TRUE;
}
I basically want it set so that once you have the journal entry of
that quest, he starts a different conversation tree.
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I take it that you are setting candle1 to 1 when the NPC assigns the
quest. In this case, you should be reversing the FALSE & TRUE. The
conversation should then fall through to the next branch when the
variable has been set.
Show the code where you set candle1 and a graph of the first few nodes
of convo.
> that didnt appear to work, it just restarts the original
> comversation tree.
Maybe you didn't place the conversation parts in the right order; the
original thread has to be placed after the conditioned one.
heres the script that sets candle1
void main()
{
object oPC = GetPCSpeaker();
AddJournalQuestEntry("candle1", 1, oPC, FALSE, FALSE);
}
setting isnt the problem though, once its set, I want the npc to
have a new line of dialog.
That will not help at all, because binary attachments are blocked by
many providers (or even your whole posting is banned).
> heres the script that sets candle1
>
> void main()
> {
>
> object oPC = GetPCSpeaker();
>
> AddJournalQuestEntry("candle1", 1, oPC, FALSE, FALSE);
>
> }
>
> setting isnt the problem though, once its set, I want the npc to
> have a new line of dialog.
Well, I think this is the wrong way - the above function is used to let
the player read a new topic in the journal, but an opposite function to
check a certain journal state doesn't exist, AFAIK. To control a
conversation, you should use a local variable.
I strongly recommend to load down and study a source like NWNLexicon: