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#1
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Forum Member Posts: 1366 Joined: 22-August 04 From: Germany ![]() |
Hi everyone,
I have somehow troubles to get a working script for banters between my mod-NPC and the ingame NPCs. Before I start scanning through the existing mod-NPCs (in the hope to identify the banter-triggering script), how is your banter script? Could you post it here for me? ![]() Thanks! EDIT: I'm asking for BGII, btw. This post has been edited by jastey: Nov 22 2004, 08:32 AM |
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Post
#2
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Forum Member Posts: 28 Joined: 22-July 04 ![]() |
QUOTE(jastey @ Nov 7 2004, 12:03 AM) What I didn't understand in the Banter accelerating script is the "ActionOverride(Player2,Interact(Player2))", which, I presume, does not mean that Player2 should talk to himself, so I don't understand how this starts an NPC-NPC banter with the "correct" two NPCs. Get ready for another mind-blowing shock: The value inside the parenthesis has almost NOTHING to do with anything. It does NOT govern the actual banter that gets run. ANY time a DLG is called in the Infinity Engine, it simply runs the first state trigger it finds, in weighting order, that is a true statement. The value in parenthesis does two things: 1. Dictates whose name appears in the scrollback as saying the REPLY lines 2. (in the case of Dialogue() ) Dictates who the NPC will walk up to before talking. I made the banter accelerator target the NPC doing the talking because it seemed fairly reasonable. Player1 might have been better since most REPLY options are going to typically belong to the protagonist, but eh. This post has been edited by jcompton: Nov 7 2004, 05:04 PM -------------------- "[I]t's a testament to the determined RPG fraternity that a number of Baldur's Gate II mods have been successfully produced. The best can be found at pocketplane.net." - PC Gamer UK
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