Thread: Script Question
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Old 06-04-2003, 10:08 AM   #6
Dreamer128
Dracolisk
 

Join Date: March 21, 2001
Location: Europe
Age: 40
Posts: 6,136
Thats pretty cool Z. Is there a list of sounds you can play using that script?
My original question was because of the following script, that triggers conversations between NPC's. Very cool, it really makes your module feel more alive;

void main()
{
if((!(GetLocalInt(OBJECT_SELF, "fired") == 1)) && (GetIsPC(GetEnteringObject()) == TRUE) )
{
SetLocalInt(OBJECT_SELF, "fired", 1);
object oNPC1 = GetObjectByTag("Refugee2_Farmer");
object oNPC2 = GetObjectByTag("Refugee3_Noble");
object oNPC3 = GetObjectByTag("Refugee4_Dwarf");
AssignCommand(oNPC1, ActionSpeakString("Why wont they let us in?"));
AssignCommand(oNPC2, ActionWait(4.0));
AssignCommand(oNPC2, ActionSpeakString("I've been told that the city is too crowded already"));
AssignCommand(oNPC3, ActionWait(8.0));
AssignCommand(oNPC3, ActionSpeakString("Typical human behaviour. First you destroy our lands, and then you refuse us entrance to the last safe haven"));
AssignCommand(oNPC1, ActionWait(12.0));
AssignCommand(oNPC1, ActionSpeakString("Oh.. shut up. We're all in this together"));
AssignCommand(oNPC2, ActionWait(12.0));
AssignCommand(oNPC2, ActionSpeakString("Speak for yourself peasant."));
AssignCommand(oNPC3, ActionWait(12.0));
AssignCommand(oNPC3, ActionSpeakString("Typical human behaviour..."));
}
}


Perhaps we should create a script exchange thread
Dreamer128 is offline   Reply With Quote