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Script Issue

AlkaluropsAlkalurops Member Posts: 269
Why does following script not do what it's intended to do?

IF
	See([PC])
	See("Minsc")
	InParty("Minsc")
	Global("ELMinscDialogue", "LOCALS", 0)
THEN
	RESPONSE #100
	Dialogue("Minsc")
END
I don't have Minsc in the party, yet the creature that this script is bound to runs up to the PC to start a conversation.

Why does this script trigger when See("Minsc") and InParty("Minsc") should return false?
Why does this NPC initiate a dialogue with the PC when the action indicates a dialogue should be initiated with Minsc?

What should I do to have this script trigger only if Minsc is with me?

Comments

  • AlkaluropsAlkalurops Member Posts: 269
    I think I may be going insane.
    IF
    	See("MINSC")
    	IsValidForPartyDialogue("MINSC")
    	Global("ELDMinscDialogue", "LOCALS", 0)
    THEN
    	RESPONSE #100
    		Dialogue([PC])
    END
    IF
    	!See("MINSC")
    	IsValidForPartyDialogue("MINSC")
    	Global("ELDMinscDialogue", "LOCALS", 0)
    THEN
    	RESPONSE #100
    		Dialogue([PC])
    END
    So basically I have 2 NPC's, each with their own script consisting ONLY of what you see above. One has See("MINSC") as a trigger, the other has !See("MINSC") as a trigger.
    Both of them try to initiate a dialogue with the PC.

    Anyone? Please? Pretty please?
  • AlkaluropsAlkalurops Member Posts: 269
    edited October 2013
    Okay, so apparently my .cre had a DPLAYER3 default script leftover from converting a CHR. One of the parts of that script makes your creature enter a dialogue if it's not in the party. Seeing how this script is the default script for the protagonist (who - as far as I know - is ALWAYS in the party), I have no idea why that's in the script in the first place.

    Damn, this game can kick your ass if you're new to modding.
  • DavidWDavidW Member Posts: 823
    It is also used by characters in a multi-player game, who can be kicked out of the party.
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