Talking Activator

Post » Wed Feb 16, 2011 6:26 pm

I have a talking activator that is supposed to have differing dialogue depending upon whether the player has spoken to it before. I used the standard 'GetTalkedToPC' condition, but I get the same result every time - namely, the dialogue for never having spoken to it. Does anyone have any idea if this is a known bug? I can get around it with a quest variable, but it would be interesting to know if this is a 'feature'!
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Dagan Wilkin
 
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Post » Wed Feb 16, 2011 5:42 pm

Why not just use the say once flag?
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amhain
 
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Post » Wed Feb 16, 2011 9:37 pm

Why not just use the say once flag?

But I still have to stop the dialogue that is supposed to show when the activator has spoken to the player previously from showing until it's appropriate. It's no big deal, but it's annoying that the function that's supposed to facilitate this doesn't work (or rather, works in some places but not others).
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Paul Rice
 
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Post » Thu Feb 17, 2011 5:42 am

Well, if the 'GetTalkedToPC' function isn't working (I haven't used that one myself, so I can't talk from experience), then do it another way. For example, set a variable once the PC has talked and use the GetScriptVariable or GetQuestVariable as a condition instead. The variable could be zero to start, then set to 1 once the PC has talked to the talking activator.
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sally R
 
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Post » Thu Feb 17, 2011 9:02 am

I have a talking activator that is supposed to have differing dialogue depending upon whether the player has spoken to it before. I used the standard 'GetTalkedToPC' condition, but I get the same result every time - namely, the dialogue for never having spoken to it. Does anyone have any idea if this is a known bug? I can get around it with a quest variable, but it would be interesting to know if this is a 'feature'!


I've used GetTalkedToPC with NPCs and it works fine. The wiki only mentions NPC's. Not sure about activators
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Alexis Acevedo
 
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