IF See([PC]) NumTimesTalkedTo(0) THEN RESPONSE #100 Dialogue(Nearest([PC])) END

'Vondo' Won't STFU
#1
Posted 08 May 2004 - 06:03 AM
#2
Posted 08 May 2004 - 07:28 AM
how come you always look so damn cool in every photo I see you in?!?
Speaking of modding, I listened to IER 3 yesterday, so you can have another quote for your signature: how come you sound so damn cool, as well as look it? It's unfair. Seriously.
Still a cyberjock, still hacking the matrix, still unsure of what that means.
TeamBG member - http://www.teambg.eu
#3
Posted 08 May 2004 - 07:35 AM
Surely NumTimeTalkedTo(0) would no longer be true once the dialogue has played once though?You've not set a condition to let the game know that the dialogue has fired.
#4
Posted 08 May 2004 - 12:35 PM
how come you always look so damn cool in every photo I see you in?!?
Speaking of modding, I listened to IER 3 yesterday, so you can have another quote for your signature: how come you sound so damn cool, as well as look it? It's unfair. Seriously.
Still a cyberjock, still hacking the matrix, still unsure of what that means.
TeamBG member - http://www.teambg.eu
#5
-Guest-
Posted 10 May 2004 - 04:26 AM
#6
Posted 10 May 2004 - 08:43 AM
The condition that should be stopping him repeating is the NumTimesTalkedTo(0) section of the conditions. The See([PC]) bit will always be true as long as there is ANY member of the group within his sight.[PC] refers to the party and not to your player character. Does he run through the dialog infinitely or just as many times as there are members of the party? If you just want him to talk to your PC then use See(Player1) and Dialog(Player1) instead.