Initiating AI Packages after Dialog ended?

Post » Tue Dec 21, 2010 8:38 pm

Is there a way to initiate a Package after finishing a dialog conversation? For instance I have an NPC who runs in and talks to the player saying that the town is under attack. What I want is after the dialog is finished for the NPC to run outside to the battle. I already have everytthing I need set up I just need to figure out how to start the package. A quick step - by - step guide would be much appreciated.

P.S, I hope I don't have to go through a HUGE scripting sequence. I'm hoping for just a few lines in the Result Box on the dialog screen. LOL. But I am a dreamer.......

Cheers,

Shadowform.
User avatar
sexy zara
 
Posts: 3268
Joined: Wed Nov 01, 2006 7:53 am

Post » Tue Dec 21, 2010 10:49 pm

Just have the package have a condition be a quest stage, and the dialog set the quest to that stage. Like in the package make a condition saying 'If quest MyQuest is on stage 50' then in the result block of the dialog line put 'SetStage MyQuest 50'. (All commands are without the ' ')
Also, since NPC's only evaluate their packages every 10 seconds, so the NPC could possibly stand there for up to 10 seconds, put 'MyNpcRef.http://geck.gamesas.com/index.php/Evp'. MyNpcRef being the reference ID of the NPC that is getting the package to run outside after the dialog is finished. That way the NPC should get the new package, and run wherever right after the dialog.
User avatar
Noraima Vega
 
Posts: 3467
Joined: Wed Jun 06, 2007 7:28 am

Post » Tue Dec 21, 2010 3:45 pm

Just have the package have a condition be a quest stage, and the dialog set the quest to that stage. Like in the package make a condition saying 'If quest MyQuest is on stage 50' then in the result block of the dialog line put 'SetStage MyQuest 50'. (All commands are without the ' ')
Also, since NPC's only evaluate their packages every 10 seconds, so the NPC could possibly stand there for up to 10 seconds, put 'MyNpcRef.http://geck.gamesas.com/index.php/Evp'. MyNpcRef being the reference ID of the NPC that is getting the package to run outside after the dialog is finished. That way the NPC should get the new package, and run wherever right after the dialog.



Thanks. LOL. You 11 days older than me :foodndrink: ... Hahaha. Thanks for the help.
User avatar
Rodney C
 
Posts: 3520
Joined: Sat Aug 18, 2007 12:54 am

Post » Wed Dec 22, 2010 1:57 am

Haha. Thats cool. And glad I could help. :)
User avatar
jessica breen
 
Posts: 3524
Joined: Thu Aug 03, 2006 1:04 am

Post » Tue Dec 21, 2010 9:40 pm

Just have the package have a condition be a quest stage, and the dialog set the quest to that stage. Like in the package make a condition saying 'If quest MyQuest is on stage 50' then in the result block of the dialog line put 'SetStage MyQuest 50'. (All commands are without the ' ')
Also, since NPC's only evaluate their packages every 10 seconds, so the NPC could possibly stand there for up to 10 seconds, put 'MyNpcRef.http://geck.gamesas.com/index.php/Evp'. MyNpcRef being the reference ID of the NPC that is getting the package to run outside after the dialog is finished. That way the NPC should get the new package, and run wherever right after the dialog.



I am still having trouble. I have set my quest to index "2" and on the conditions of my package I've put "GetStage 1AAAAFirstQuest == 2"
And Ive put the "Warren.evp".

But he still just stands there after the dialog has finnished... Does anyone have any more ideas on how to solve this?
User avatar
Melanie
 
Posts: 3448
Joined: Tue Dec 26, 2006 4:54 pm

Post » Tue Dec 21, 2010 12:48 pm

Alright, first off to make sure the dialog is advancing properly, you have created the quest stage 2 in the Quest Stages tab of the quest window right? If not, it wont advance it, as that stage doesnt exist to the game. Also is Warren the reference editor ID, or the object ID of your npc? If you double click him in the geck, the very top bar in the reference window is where you can enter a Reference ID. In this type WarrenRef then change the like to WarrenRef.evp. Unless Warren is what you typed there, then make sure you have created the stage like I said.
User avatar
Krystina Proietti
 
Posts: 3388
Joined: Sat Dec 23, 2006 9:02 pm

Post » Tue Dec 21, 2010 5:36 pm

Alright, first off to make sure the dialog is advancing properly, you have created the quest stage 2 in the Quest Stages tab of the quest window right? If not, it wont advance it, as that stage doesnt exist to the game. Also is Warren the reference editor ID, or the object ID of your npc? If you double click him in the geck, the very top bar in the reference window is where you can enter a Reference ID. In this type WarrenRef then change the like to WarrenRef.evp. Unless Warren is what you typed there, then make sure you have created the stage like I said.



Yes. I have done all of that. I'm wondering whether my problem may be the package itself. It is a travel package. Warren is in underworld and we comes to the player and says that raiders are attacking. When the dialog is finnished, this is when the Travel package is supposed to initiate. It should make warren go through underworld to the XMarker Heading I have placed just outside the entrance to the museum at the mall.
User avatar
Claire Lynham
 
Posts: 3432
Joined: Mon Feb 12, 2007 9:42 am

Post » Tue Dec 21, 2010 12:37 pm

Hmm no that sounds like it should work. As long as you have the condition the quest stage, have it created in the Quest Stages tab, have the right number in the setstage command, then have it tell his RefID to evp... well, I'll think of what else you could be missing. What flags do you have on the package? Perhaps something there is messing with it. What flags do you have on the package before that one, telling him to talk to the player?
User avatar
Paula Rose
 
Posts: 3305
Joined: Fri Feb 16, 2007 8:12 am

Post » Tue Dec 21, 2010 4:04 pm

If the package is set up properly, and placed high enough in the package list that another package won't override it, then it may be a problem with the quest name. Using numbers to begin references, or quest IDs tends to mess up script functions.
User avatar
Ronald
 
Posts: 3319
Joined: Sun Aug 05, 2007 12:16 am

Post » Tue Dec 21, 2010 9:09 pm

Do you have any flags checked on the package that your NPC is using during dialogue that would prevent it from ending, like 'Continue if PC Near'? 'Must Complete' and 'Must Reach Destination' can also prevent a package from ending if certain conditions are not met (like the NPC not reaching the destination of a travel package).
User avatar
louise tagg
 
Posts: 3394
Joined: Sun Aug 06, 2006 8:32 am

Post » Tue Dec 21, 2010 12:52 pm

Have you checked that the package actually works? Try removing the other packages and see if he does as he's told. You could also try with just a quest variable rather than a stage to see if that's the problem.
User avatar
Agnieszka Bak
 
Posts: 3540
Joined: Fri Jun 16, 2006 4:15 pm

Post » Tue Dec 21, 2010 5:38 pm

A stage would not be the problem as long as he has it added in the Quest Stages tab, which he says he does. How about this. To make sure its actually advancing the quest, once he talks to you and should be going outside with this travel package, type into the console "GetStage YourStageID" without the " ". This will tell you the stage of your quest. If it returns "YourStageID >> 2" then its working, if not, you have missed something there. Also make sure to use the quests ID everywhere, not the name you gave it to display ingame to the player. Like a tutorial quest is called Baby Steps, but the ID is CG01 and then the main quests are MQ01-MQ10 ish but they all have names. So use the ID of it not the name.
User avatar
Ells
 
Posts: 3430
Joined: Thu Aug 10, 2006 9:03 pm


Return to Fallout 3