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[SCRIPTING] need help with 'Text Appears When' script

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Unknown

unread,
Jun 22, 2008, 12:56:10 PM6/22/08
to
okay, i have it setup when you first talk to this npc, he gives you
a quest, but now i need a startingconditional so that when you speak
to him again he doesnt repeat the same thing

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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JB

unread,
Jun 22, 2008, 4:37:36 PM6/22/08
to
re...@oldrepublic.uni wrote:
> okay, i have it setup when you first talk to this npc, he gives you
> a quest, but now i need a startingconditional so that when you speak
> to him again he doesnt repeat the same thing
>
> 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.

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.

Unknown

unread,
Jun 22, 2008, 10:13:18 PM6/22/08
to
that didnt appear to work, it just restarts the original
comversation tree.

JB

unread,
Jun 22, 2008, 11:54:26 PM6/22/08
to
re...@oldrepublic.uni wrote:
> that didnt appear to work, it just restarts the original
> comversation tree.

Show the code where you set candle1 and a graph of the first few nodes
of convo.

Hans Wein

unread,
Jun 23, 2008, 7:34:59 AM6/23/08
to
Revan wrote:

> 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.

Unknown

unread,
Jun 23, 2008, 4:44:01 PM6/23/08
to
okay, instead of a graph, i uploaded an image of the conversation in
the toolset.

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.

Hans Wein

unread,
Jun 24, 2008, 1:46:42 PM6/24/08
to
Revan wrote:
> okay, instead of a graph, i uploaded an image of the conversation in
> the toolset.

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:

http://www.nwnlexicon.com/


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