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#1 |
Elite Waterdeep Guard
![]() Join Date: May 7, 2004
Location: Illinois
Age: 65
Posts: 38
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I've been looking into the toolset for NWN 2. I've made a generic outdoor area with trees, rock walls, a cave entrance door, and characters. I have also created a basic conversation for one of the characters to have with my main character. All that stuff seems to be working fine. However, I would like to try and steer part of the conversation into a fight, where a particular answer by the main player triggers the NPC to attack. Can't seem to figure that part out. Anyone know?
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#2 |
Ironworks Moderator
![]() Join Date: February 28, 2001
Location: Boston/Sydney
Posts: 11,771
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Your guess is as good as mine...I haven't really gotten into the toolset so far. It's pretty confusing IMO. Hopefully if Z ever gets into it he can explain it all to us.
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#3 |
Ironworks Webmaster
Join Date: January 4, 2001
Location: Lakeland, Florida
Age: 52
Posts: 11,727
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Yeah, I'm simply sitting back, waiting for some more patches that will allow for more hard coded stuff to open up--for models and textures. And then, I'll dive in, and see if its worth it.
I DO love the terrain lowering/raising like in the Unreal Editor.. but the indoor tiles are kinda bland so far. I can easily make tiles, so I hope its allowed soon to make new tiles. More options! [img]smile.gif[/img] |
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#4 | |
Ma'at - Goddess of Truth & Justice
![]() Join Date: November 15, 2001
Location: Asheville, NC
Posts: 3,253
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Quote:
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“Every tavern’s an opportunity, I say.” |
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#5 |
Xanathar Thieves Guild
![]() Join Date: March 17, 2001
Location: Wichita, KS USA
Age: 61
Posts: 4,537
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I'd imagine that in this, the two aren't so separate, at least I'd hope not, since base scripting was supposed to carry over. In the ActionTaken part of the dialog response that triggers the NPC to attack, you have to put in a little script that would make them change factions to one that is Hostile to the PC. I can probably put something together in 1 that will carry over.
Put this on the ActionTaken part of the dialog, where you want the NPC to go Hostile: void main() { object oPC = GetPCSpeaker(); object oTarget; oTarget = OBJECT_SELF; SetIsTemporaryEnemy(oPC, oTarget); AssignCommand(oTarget, ActionAttack(oPC)); } It's tested out in NWN's to work, and while I have not been able to work with the new toolset, this should work. [ 01-18-2007, 06:35 PM: Message edited by: robertthebard ]
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To those we have lost; May your spirits fly free. Interesting read, one of my blogs. |
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#6 | |
Ironworks Moderator
![]() Join Date: February 28, 2001
Location: Boston/Sydney
Posts: 11,771
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#7 | |
Ma'at - Goddess of Truth & Justice
![]() Join Date: November 15, 2001
Location: Asheville, NC
Posts: 3,253
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“Every tavern’s an opportunity, I say.” |
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