Hi,
I Have set up a Pawn conversation using your tutorial. But how do I activate it whilst in the game?
James
Pawn Conversation
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Re: Pawn Conversation
Approach the pawn associated with the conversation script and press the Use key (by default this should be mapped to the U key); see also: RF manual: Pawn Conversation
Re: Pawn Conversation
Hi,
I have just tried that but it didn't work. Here is my conversation script:
And here is my pawn script:
I have managed to get it to work once. But it wont work now. I can't remember what I did. Do I have to select him or something first?
I have just tried that but it didn't work. Here is my conversation script:
Code: Select all
{
tutorial[ ()
{
Speak("T-Start","");
Reply(1,"T-Ask");
switch(Conversation(50))
{
case 1
{
NewConversation("tutorial2",true);
}
}
} ]
tutorial2[ ()
{
Speak("T-What","");
Reply(1,"T-Aname");
switch(Conversation(50))
{
case 1
{
NewConversation("tutorial3",true);
}
}
} ]
tutorial3[ ()
{
Speak("T-Name","");
Reply(1,"T-Goodbye");
switch(Conversation(50))
{
case 1
{
NewConversation("",false);
}
}
} ]
}
Code: Select all
{
Spawn[()
{
PlayAnimation("Idle", true, "");
RestartOrder();
}]
}
Last edited by jamesl22 on Sat Mar 13, 2010 9:55 pm, edited 1 time in total.
Re: Pawn Conversation
Your pawn script is missing an } at the end. Or was that a copy error?
Everyone can see the difficult, but only the wise can see the simple.
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Re: Pawn Conversation
Oops yes sorry thats a copy error. Any ideas why its not working?
Re: Pawn Conversation
The pawn has to be in the center of the screen, you have to face him. Do you use a scripted player?
Everyone can see the difficult, but only the wise can see the simple.
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Re: Pawn Conversation
I will try that. How do you use a scripted player/ how does it work.
Re: Pawn Conversation
YAY!!! I stood in front of him about 1 metre away and then it worked. However, once you choose a reply the old reply text stays but the new one is put over the top. How can i fix this? Also you can only start the conversation once. How can I stop this? Also, how can I make it that a trigger can not be activated by shooting it?