Difference between revisions of "Talking Creatures?"

797 bytes added ,  12:18, 8 June 2006
imported>TheImperialDragon
(maybe the solution?)
imported>Omzy
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:As for the Talking Creatures.  I can think of only one way to get this so far.  Have the goblin accessible from only one direction, if he's attacked, set his fight to 90 or whatever, put a Return command at the top of the script, and disable the NPC.  There could be a reset after maybe 3 days, and that's basically it. [[User:TheImperialDragon|TheImperialDragon]] 22:42, 7 June 2006 (EDT)
:As for the Talking Creatures.  I can think of only one way to get this so far.  Have the goblin accessible from only one direction, if he's attacked, set his fight to 90 or whatever, put a Return command at the top of the script, and disable the NPC.  There could be a reset after maybe 3 days, and that's basically it. [[User:TheImperialDragon|TheImperialDragon]] 22:42, 7 June 2006 (EDT)
[[Omzy]] To put the npc inside the goblin why not do it all OnActivate? Just use the (PlaceAtMe actorName) function since the calling actor is the goblin itself. Use GetPos x, y, and z. Then use the actorName.MoveTo x-5, y, z (5 units behind goblin) for fine tuning. If all of this is done OnActivate it would not only save the memory of having the npc and goblin traveling together during every frame but also keep the goblin from being stuck at an xmarker. Just Kill, Disable, and DeleteFullActorCopy (as [[MaXiMuS]] pointed out) after the event is finished. To get the goblin to face the PC get the PC's degree rotation values and set the goblin up 180 degrees the opposite of the player heading right before the conversation with the npc is initiated. This should make them face one another.


[[Category:Questions]]
[[Category:Questions]]
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