Kulyok Posted November 29, 2005 Share Posted November 29, 2005 My situation is: I need the character to initiate dialogue with PC upon sight\hitting certain range. However, the character is unselectable and disabled = their script will not run. So, I am trying to do this via an Area script, but there's no appropriate trigger for two characters seeing each other. Or, at least, I haven't found any, and I tried. PC is not necessarily the active CRE, so regular See() and Range() will not work. What do I do? Link to comment
Domi Posted November 29, 2005 Share Posted November 29, 2005 put an invisible CRE by your character with the same name that will initiate the dialogue? Link to comment
Kulyok Posted November 30, 2005 Author Share Posted November 30, 2005 It wouldn't work all that well, I'm afraid, since I cannot know the exact location of my unselectable creature... character - roughly speaking, this "unselecting" thingy will happen anywhere in the area. Sigh. I thought it would be easier, but it seems that I will have to go with a cheesy approach. Ah well. Good to know I went as far as to actually find the engine has limitations, I suppose. Link to comment
Guest -jastey- Posted November 30, 2005 Share Posted November 30, 2005 Isn't there the possibility to create a creature on a relative location to another one? I don't remember the exact syntax, though. -jastey Link to comment
Yovaneth Posted November 30, 2005 Share Posted November 30, 2005 @ Kulyok: CreateCreature("<crename>",[-1.-1],<face>) You could carry out this command to create the invisible creature before making the NPC unselectable. It should spawn next to the NPC. Then: IF See([PC]) Range(<rangecheck>) THEN RESPONSE #100 Dialogue(Protagonist) END on the invisible cre should work. -Y- Link to comment
NiGHTMARE Posted November 30, 2005 Share Posted November 30, 2005 Don't forget to destroy the invisible .cre afterwards! Link to comment
Kulyok Posted November 30, 2005 Author Share Posted November 30, 2005 Thank you, guys(and lady), it might work! By the way, what will happen if 30-level Keldorn will cast dispel magic in this area? Won't there be a big "whoops, who else is here" vs said invisible creature? Link to comment
Domi Posted November 30, 2005 Share Posted November 30, 2005 I am guessing that cutscene spies are undetectable? But if not, I wonder if an item which grants non-detection can be added to the CRE as unsteallable, undroppable sort? Link to comment
Kulyok Posted November 30, 2005 Author Share Posted November 30, 2005 I am guessing that cutscene spies are undetectable? But if not, I wonder if an item which grants non-detection can be added to the CRE as unsteallable, undroppable sort? I am not sure that complete non-detection is possible, unfortunately. High-level dispel + a paranoid player castng Detect Evil on the area + casting a cloudkill (there will be a "InvisCre-magic resistance" message every round) - I am not sure that I am comfortable with it. As for cutscene spy thing - well, I since this invisible creature is possibly going to be in the game for up to an hour (who knows these players), then, yeah, it's pretty tough. I guess I'll just compare this InvisCre approach with the one I made yesterday at 3am (pulling another cutscene, fading the screen to black and quietly bringing PC and disabled character together) and see what is better. (Though *anything* is better than the code created by Kulyok at 3am, I assure you. ) Link to comment
Domi Posted November 30, 2005 Share Posted November 30, 2005 Well, your CRE will have some sort of dialogue name, like a "dead body". As a player I will have no problems with my paladin detecting the 'dead body' - Nonevil/Evil whatever; or seeing the 'dead body' Magic Resistance... Link to comment
Kulyok Posted November 30, 2005 Author Share Posted November 30, 2005 Good idea, thanks! "Dead body" never came into my head. He-he... Link to comment
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