#1- Hmmm, I dunno this one. I assume you used the script wizard to create a quick script at the end of a conversation. If so this delay hasn't happened to me.
#2- Use one or both of these script functions: ActionMoveToLocation and/or DestroyObject(OBJECT_SELF); at the end of conversation event handler. Let me know if ya need more details about this.
#3 hmmm? I'd check the npc's properties to see if the conversation is in place and faction set right. If a character is set to commoner faction they wont attack, but will flee or freeze if attacked. Also a npc set to "plot" should not attack and is indestructable.
#5- Although I am only 6 months old at scripting, the opinion I have seen is that Bioware used a very counter-intuitve naming convention for the built-in scripts. You have to dig, expiriment and copy scripts you like and rename them. I had heard of someone creating a guide for all those scripts but have not seen one yet.
NW Vault has a tutorial walk-through of the prelude and first chapter of the O.C. that describes the scripts used in the real game. Nice little tutorial.
Good luck!
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