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Old 10-05-2002, 09:29 AM   #1
Link
Jack Burton
 

Join Date: May 15, 2001
Location: The Netherlands
Age: 39
Posts: 5,888
I don't really know if such a topic exists already, but I'll start it anyway. I thought it might be useful if there would be a topic for all of us (myself included) Aurora-toolset-users, to help each other out. I, for instance, am very busy with it, but there are still some things that I really don't know how to use.

I have been trying to make an NPC come to me and talk to me, but she won't. I can initiate dialogue, but she won't walk over to me. So I need some help with that.
Another thing that I need help with is that fact that I can enter a house, but I cannot exit it somehow. Does anyone of you know why? I tried using the 'Area Transition' thing, but I think I'm doing it all wrong.

Thanks in advance!
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Old 10-05-2002, 11:02 AM   #2
Draggor
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Join Date: March 9, 2001
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i can't help you with your first problem but I had that door problem like you a few times in my first mod. Make sure you give each door a unique and distinct tag and name. Make sure you name the inside and outside doors differently. Do the set up area transition with the doors each way. Make sure they're set as connecting both ways.

[ 10-05-2002, 11:03 AM: Message edited by: Draggor ]
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Old 10-05-2002, 11:24 AM   #3
Chewbacca
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void main()
{
ClearAllActions();
object oPC = GetEnteringObject();
object oNPC = GetObjectByTag("NPCTAG");
AssignCommand(oNPC, ActionStartConversation(oPC, "NameOfConversation"));
}

This script goes in the on enter event of a generic trigger. When the PC enters the trigger the npc will move towards them and start a conversation. Place your NPC's tag where NPCTAG is and the name of the npc's conversation file where NameOfConversation is and your good to go.

Known issues: the npc will start dialouge everytime the trigger is fired. I am expirimenting today with getting and setting local variables to fix this. Another possible work-around is doing a DestroyObject(OBJECT_SELF) command at the end of the script to destroy the trigger after it does it has done its duty.
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Old 10-06-2002, 03:35 AM   #4
Memnoch
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This might help you, Link. I use the trigger method, personally - I find fewer potential problems with it, though it requires a bit more setup work and you need to draw your triggers carefully.

Re the door - it sounds like you've got an area transition set up as a one-way transition, which is why you can go in but not out. Make sure your area transitions are set up as TWO WAY. [img]smile.gif[/img]
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Old 10-06-2002, 06:29 AM   #5
Darkman
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Location: Austin, Texas
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Alright. Here's a question. How do I disable stationary NPC's who don't have conversations from reacting to a player trying to speak to them? As it is, such NPC's will constantly pivot and re-pivot their bodies to follow the PC after being "clicked" on. This effect looks extremely silly when you have a group of stationary NPC's with no conversations. If the player goes through and tries to talk to each one of them, they will eventually all swivel at the same time trying to keep an eye on the player. Looks funny, but it's a bit distracting and probably isn't very helpful in maintaining any type of serious atmosphere.
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Old 10-06-2002, 03:19 PM   #6
Chewbacca
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Hey Darkman put a script that looks like this in the on conversation event of the NPC:

void main()
{
}

Thats right! a blank script will hold the npc stationary and ignore the PC.

[ 10-06-2002, 03:20 PM: Message edited by: Chewbacca ]
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Old 10-06-2002, 03:23 PM   #7
Chewbacca
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Quote:
Originally posted by Chewbacca:
void main()
{
ClearAllActions();
object oPC = GetEnteringObject();
object oNPC = GetObjectByTag("NPCTAG");
AssignCommand(oNPC, ActionStartConversation(oPC, "NameOfConversation"));
DestroyObject(OBJECT_SELF);
}

I added the destroy self command to my previous script, it works for triggered conversations you want to happen only once.
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Old 10-06-2002, 11:59 PM   #8
Darkman
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Quote:
Originally posted by Chewbacca:
Hey Darkman put a script that looks like this in the on conversation event of the NPC:

void main()
{
}

Thats right! a blank script will hold the npc stationary and ignore the PC.
Thanks, Chewbacca. Works just the way I wanted it to. Funny how having no script in OnConversation is different from having an empty script [img]tongue.gif[/img]
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Old 10-11-2002, 05:19 AM   #9
Link
Jack Burton
 

Join Date: May 15, 2001
Location: The Netherlands
Age: 39
Posts: 5,888
Quote:
Originally posted by Memnoch:
This might help you, Link. I use the trigger method, personally - I find fewer potential problems with it, though it requires a bit more setup work and you need to draw your triggers carefully.

Re the door - it sounds like you've got an area transition set up as a one-way transition, which is why you can go in but not out. Make sure your area transitions are set up as TWO WAY. [img]smile.gif[/img]
That's the fun.. well, not fun part actually. I DID make it a two way transition, at least I'm pretty positive that I did that. Either way; I will look at it again, but I'm also busy with Warcraft 3 [img]smile.gif[/img] It rocks

[ 10-11-2002, 05:21 AM: Message edited by: Link ]
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Old 10-12-2002, 04:54 PM   #10
Bruce The Aussie
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Join Date: March 2, 2001
Location: Chaotica (london,england)
Age: 37
Posts: 1,798
i was wondering if anyone could help. i'm trying to make a script to summon a specific Balor. i have no idea what to use to summon it. i'm trying to make it summon so you can talk to it. also how do you make a trigger? i've tried making a box with that join the line thing but it never seems to end.

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