Silveredge9
10-28-2007, 07:55 PM
I've been experimenting with the ActionPauseConversation function in order to make it possible to skip certain nodes, whilst not being able to skip others.
At the certain dialogue part that I want to make unskippable, NPC's are equipped with lightsabers. So technically, the dialogue prior to this should be skippable, and the actions defined in the script below shouldn't be skippable. But for some reason I can't get it to work... And everything can be skipped.
void main()
{
ActionPauseConversation();
object oPC = GetFirstPC();
object oNPC=GetObjectByTag("taris_guy");
object oNPC2=GetObjectByTag("taris_sol1");
object oNPC3=GetObjectByTag("taris_sol2");
object oSaber = CreateItemOnObject("guy_saber",oNPC);
object oSaber2 = CreateItemOnObject("G_w_Vbroswrd01",oNPC2);
object oSaber3 = CreateItemOnObject("G_w_Vbroswrd01",oNPC3);
AssignCommand (oNPC, ActionEquipItem(oSaber, INVENTORY_SLOT_RIGHTWEAPON));
AssignCommand (oNPC2, ActionEquipItem(oSaber2, INVENTORY_SLOT_RIGHTWEAPON));
AssignCommand (oNPC3, ActionEquipItem(oSaber3, INVENTORY_SLOT_RIGHTWEAPON));
ActionResumeConversation();
}
Anybody have any ideas what the problem is? And why the dialogue isn't being 'paused'?
At the certain dialogue part that I want to make unskippable, NPC's are equipped with lightsabers. So technically, the dialogue prior to this should be skippable, and the actions defined in the script below shouldn't be skippable. But for some reason I can't get it to work... And everything can be skipped.
void main()
{
ActionPauseConversation();
object oPC = GetFirstPC();
object oNPC=GetObjectByTag("taris_guy");
object oNPC2=GetObjectByTag("taris_sol1");
object oNPC3=GetObjectByTag("taris_sol2");
object oSaber = CreateItemOnObject("guy_saber",oNPC);
object oSaber2 = CreateItemOnObject("G_w_Vbroswrd01",oNPC2);
object oSaber3 = CreateItemOnObject("G_w_Vbroswrd01",oNPC3);
AssignCommand (oNPC, ActionEquipItem(oSaber, INVENTORY_SLOT_RIGHTWEAPON));
AssignCommand (oNPC2, ActionEquipItem(oSaber2, INVENTORY_SLOT_RIGHTWEAPON));
AssignCommand (oNPC3, ActionEquipItem(oSaber3, INVENTORY_SLOT_RIGHTWEAPON));
ActionResumeConversation();
}
Anybody have any ideas what the problem is? And why the dialogue isn't being 'paused'?