//*******************************************
//TWO SCRIPTS HERE!!!
//*******************************************
//Script: Trigger alternative node of conversation with NPC with generic
triggers/events
//Use with: NPCs . Trigger basics
//I figured a neat trick out. Say you want your NPC to have two different
possible conversations with the PCs: 1) a general, unrevealing conversation
//prior to the PCs discovering something vital to the plot;
//2) a revealing and helpful conversation AFTER the PCs have discovered
something vital to the plot.
//EXAMPLE
//Lets say that seeing the King's fresh corpse will trigger a new conversation
with the guards in your module.
//1) Using the trigger paint tool, lay down a "generic" trigger at a location
where the PC will cross it in order to see the King's dead corpse.
//
//2) Edit the script for trigger via OnEnter script editor;
//
//3) CODE THE FOLLOWING
void main()
{
object oPC= GetEnteringObject( );
if (GetIsPC(oPC))
SetLocalInt(GetEnteringObject(), "Isawdeadking", 1);
}
//4) Now go to the conversation editor of your NPC gaurds and on the alternative
node from the conversation dialogue tree, edit the following in the //TextAppearsWhen....
script (you can manually script or use the wizard)
int StartingConditional()
{
if(!(GetLocalInt(GetPCSpeaker(), "Isawdeadking") == 1))
return FALSE;
return TRUE;
}
//VOILA! Your new secretly triggered alternative conversational node will work
as intended. After not having touched C for over 8 years, I'm pretty //proud of
my little discovery.