Need advice or help with quest/dialogue issue

Post » Fri Feb 26, 2010 7:58 pm

I'm working on a evil mod for evil player, which include robbery and stuff. I'm looking for a way to assign a idle animation to any NPC the character might talk so they can raise their arms etc. I'm ok with the animation however, my problem is, how can i assign an anim or anything to a NPC if my quest and dialogue is available from any NPC ? I mean, how can i know which ID is the current NPC the player is talking with?
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tannis
 
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Post » Fri Feb 26, 2010 10:35 pm

Does the animation have to happen outside of dialogue? You can assign an animation to the dialogue topic itself which could take care of it that way, if it's an idle that will play during dialogue, that is.
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Tyrone Haywood
 
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Post » Fri Feb 26, 2010 11:14 pm

Does the animation have to happen outside of dialogue? You can assign an animation to the dialogue topic itself which could take care of it that way, if it's an idle that will play during dialogue, that is.

ooh you can do that? Interesting! Thanks for the heads up i gonna try this asap
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Charlotte Henderson
 
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Post » Sat Feb 27, 2010 7:47 am

ooh you can do that? Interesting! Thanks for the heads up i gonna try this asap


Can i put an item in the NPC with the dialogue topic id as well? A token or anything to help me track who has been interacted with etc.
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GabiiE Liiziiouz
 
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Post » Fri Feb 26, 2010 4:29 pm

Can i put an item in the NPC with the dialogue topic id as well? A token or anything to help me track who has been interacted with etc.


You might be able to do accomplish what you want in the results script of the dialogue topic which will fire off scripts for you when the dialogue is spoken. Either at the beginning or end of the dialogue.
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Batricia Alele
 
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Post » Fri Feb 26, 2010 8:33 pm

You might be able to do accomplish what you want in the results script of the dialogue topic which will fire off scripts for you when the dialogue is spoken. Either at the beginning or end of the dialogue.


Just for the record, I just find out that the default reference in dialogue is already set to the talker NPC. Silly me... Should have tried that before.
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Claire Jackson
 
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