
Trying to interact with newly created NPC
Started by Grave, Mar 24 2004 06:26 PM
12 replies to this topic
#1
Posted 24 March 2004 - 06:26 PM
I'm trying to create a pair of NPC's for BG1tutu.
I got them in the game... but instead of a "blue" circle around them, they have a "green" circle around them, as if they were in my party.
Since they have a "green" circle around them, I can't talk to them to trigger their scripts.
How do I fix this?
I got them in the game... but instead of a "blue" circle around them, they have a "green" circle around them, as if they were in my party.
Since they have a "green" circle around them, I can't talk to them to trigger their scripts.
How do I fix this?
#2
Posted 24 March 2004 - 06:37 PM
There's a flag set in their .CRE files somewhere - can't remember exactly, but in NI it is fairly visible. This is because you created them as PCs originally I assume? Uncheck that and it should help.
Also check their enemy/ally status is NEUTRAL.
Hope this helps...
Also check their enemy/ally status is NEUTRAL.
Hope this helps...

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#3
Posted 24 March 2004 - 06:52 PM
Yeah, that did help... thanks!
Ok, now I have them in the "blue"... but still, when I click on them is says they have nothing to say to me. how Do I get the script rolling?
Ok, now I have them in the "blue"... but still, when I click on them is says they have nothing to say to me. how Do I get the script rolling?
#4
Posted 25 March 2004 - 08:40 AM
Check their dialogue file is assigned correctly in their .CRE, and that the thing you want them to say has the correct conditions. If it's assigned and you don't know why they're still not talking, perhaps post the .D file?

"We are the Gibberlings Three, as merry a band as you ever did see..." - Home of IE mods
< jcompton > Suggested plugs include "Click here so Compton doesn't ban me. http://www.pocketplane.net/ub"
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#5
Posted 25 March 2004 - 09:32 AM
Yeah, I managed to figure it out.
Now I just have to figure out how to make their dialog work when I kick one of them out of the party. When I do kick one of them out... nothing happens. What is supposed to happen is when you kick one out... the other goes.
Is there a specific command I need to put in the dialog so it can trigger once somebody is kicked out of the party?
Now I just have to figure out how to make their dialog work when I kick one of them out of the party. When I do kick one of them out... nothing happens. What is supposed to happen is when you kick one out... the other goes.
Is there a specific command I need to put in the dialog so it can trigger once somebody is kicked out of the party?
#6
Posted 25 March 2004 - 10:14 AM
You could set a global when one NPC is kicked out, then have the other NPC's script check for that global then leave the party if it is set.
Or, as an action in one of the NPC's P files when they leave you could put DO ~ActionOverride("NPC2",LeaveParty())~.
Or, as an action in one of the NPC's P files when they leave you could put DO ~ActionOverride("NPC2",LeaveParty())~.
"We are the Gibberlings Three, as merry a band as you ever did see..." - Home of IE mods
< jcompton > Suggested plugs include "Click here so Compton doesn't ban me. http://www.pocketplane.net/ub"
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#7
Posted 25 March 2004 - 07:29 PM
I tried that... didn't work. When I give the NPC the boot, no scripting or dialog happens.
Is there some kind of action command that can trigger something? I was looking at some of the official game NPC's, and each time there is a dialog when an NPC gets kicked out there is a FALSE().
Could that maybe be it?
Is there some kind of action command that can trigger something? I was looking at some of the official game NPC's, and each time there is a dialog when an NPC gets kicked out there is a FALSE().
Could that maybe be it?
#8
Posted 25 March 2004 - 08:17 PM
You also need to add the p.dlg file to the 2da.
Wondering where's the old Interplay community? Well, they're all at Ashford City!
#9
Posted 26 March 2004 - 02:54 AM
All my dialogs are appended to the 2da files when WeiDU compiles them.
But what does False() mean?
But what does False() mean?
#10
-jcompton-
Posted 26 March 2004 - 08:14 AM
False() is something that can't happen, so when you see it, it means one of two things:
- It's Bioware code that probably can't appear in the game,
- It's nasty old IDU code.
- It's Bioware code that probably can't appear in the game,
- It's nasty old IDU code.
#11
Posted 26 March 2004 - 01:52 PM
Here's some of the code that I created, maybe somebody can see something I'm doing wrong:
From the tp2 file:
APPEND ~pdialog.2da~
~Xavia XaviaP XaviaJ XaviaD~
UNLESS ~Xavia~
UNLESS ~25POST~
APPEND ~pdialog.2da~
~Xavia XaviaP XaviaJ XaviaD XaviaP XaviaJ Xavia25D Xavia25~
UNLESS ~Xavia~
IF ~25POST~
APPEND ~pdialog.2da~
~Mulgore MulgoreP MulgoreJ MulgoreD~
UNLESS ~Mulgore~
UNLESS ~25POST~
APPEND ~pdialog.2da~
~Mulgore MulgoreP MulgoreJ MulgoreD MulgoreP MulgoreJ Mulgo25D Mulgo25~
UNLESS ~Mulgore~
IF ~25POST~
Here is an example of a "KickedOut" thread that I want to happen once the NPC is kicked out of the party... but isn't happening for me: (this is from the P.dlg file)
IF ~Global("XaviaKickedOut","LOCALS",0)~ THEN BEGIN KickOut // from:
SAY ~So be it, <CHARNAME>. If I go, so does Mulgore. Let's get out of here.~
IF ~~ THEN DO ~SetGlobal("XaviaJoined","LOCALS",0) SetGlobal("XaviaKickedOut","LOCALS",1) LeaveParty()~ EXTERN MULGOREP 5
END
This is the dialog I want to happen when you want the kicked out party member to rejoin your party:
IF ~Global("XaviaJoined","LOCALS",0) Global("XaviaKickedOut","LOCALS",1)~ THEN BEGIN XaviaRejoin // from:
SAY ~So, the mighty <CHARNAME> returns! What do you want?~
IF ~~ THEN REPLY ~I'd like for you to accompany me again.~ GOTO Rejoin2
IF ~~ THEN REPLY ~Nothing for the moment. Just greeting a familiar face.~ EXIT
END
Oddly enough on this, when I kick the NPCs out, and then click on them again, some other post-party dialog happens. It looks like Haer-Dalis's dialog.
From the tp2 file:
APPEND ~pdialog.2da~
~Xavia XaviaP XaviaJ XaviaD~
UNLESS ~Xavia~
UNLESS ~25POST~
APPEND ~pdialog.2da~
~Xavia XaviaP XaviaJ XaviaD XaviaP XaviaJ Xavia25D Xavia25~
UNLESS ~Xavia~
IF ~25POST~
APPEND ~pdialog.2da~
~Mulgore MulgoreP MulgoreJ MulgoreD~
UNLESS ~Mulgore~
UNLESS ~25POST~
APPEND ~pdialog.2da~
~Mulgore MulgoreP MulgoreJ MulgoreD MulgoreP MulgoreJ Mulgo25D Mulgo25~
UNLESS ~Mulgore~
IF ~25POST~
Here is an example of a "KickedOut" thread that I want to happen once the NPC is kicked out of the party... but isn't happening for me: (this is from the P.dlg file)
IF ~Global("XaviaKickedOut","LOCALS",0)~ THEN BEGIN KickOut // from:
SAY ~So be it, <CHARNAME>. If I go, so does Mulgore. Let's get out of here.~
IF ~~ THEN DO ~SetGlobal("XaviaJoined","LOCALS",0) SetGlobal("XaviaKickedOut","LOCALS",1) LeaveParty()~ EXTERN MULGOREP 5
END
This is the dialog I want to happen when you want the kicked out party member to rejoin your party:
IF ~Global("XaviaJoined","LOCALS",0) Global("XaviaKickedOut","LOCALS",1)~ THEN BEGIN XaviaRejoin // from:
SAY ~So, the mighty <CHARNAME> returns! What do you want?~
IF ~~ THEN REPLY ~I'd like for you to accompany me again.~ GOTO Rejoin2
IF ~~ THEN REPLY ~Nothing for the moment. Just greeting a familiar face.~ EXIT
END
Oddly enough on this, when I kick the NPCs out, and then click on them again, some other post-party dialog happens. It looks like Haer-Dalis's dialog.
#12
Posted 26 March 2004 - 02:22 PM
Are you sure your P.dlg is properly compiled?
Wondering where's the old Interplay community? Well, they're all at Ashford City!
#13
Posted 26 March 2004 - 05:50 PM
Yeah, i went verbatim (sp?) off of the tutorial on the ForgottenWars website. When WeiDU compiled it, it didn't come up with any errors.