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BGfan

Member Since 21 Apr 2004
Offline Last Active Apr 13 2009 03:56 AM

Posts I've Made

In Topic: Creating NPC

02 May 2004 - 02:36 AM

About the name, did you check the Entry Type for the NPC name in NI?
It has to be Message with Tags.
As for the actual dialogue, I'm not sure, maybe you should check the Entry Type also, make sure it is standard message.

In Topic: Creating NPC

28 April 2004 - 01:46 AM

:)
Thanks for pointing out the error.

In Topic: Creating NPC

27 April 2004 - 02:35 AM

I ignored Section 4 at first because I didn't understand it either. What I did was editing the Pdialog.2da using a text editor and assigned the B*.dlg and *J.dlg(and others). You can also get the NPC in the game by typing CLUAConsole:CreateCreature("NPCFileName"), so you don't have to worry about the tp2 packaging or the .bcs area script until the last stage.

EDIT:As Andyr pointed out, it's not the death variable for the CreateCreature command.

In Topic: Coverting to cre

25 April 2004 - 02:40 AM

Thanks, Andyr.
I don't know why the first time I tried to use Dialogue(Player1) it initiate the dialogue constantly, it's no problem now though.

In Topic: Coverting to cre

22 April 2004 - 06:30 AM

Ah, I didn't expect it to be there.
Thank you!


Another question: :P

I included this in the .baf file:

IF
See(Player1)
NumTimesTalkedTo(0)
THEN
RESPONSE#100
Dialogue(Player1)
END

The result is the NPC constantly initiates dialogue with my main character, but I solved this problem replacing the Player1 with [PC]. So what is the difference between Dialogue(Player1) and Dialogue([PC]) (besides it initiates the dialogue with anyone in the party for [PC])?