Quote:
Originally Posted by Trucidation
Guys, do you know the difference between text that activates the conversation screen (press "L") and text that just appears on top of the screen?
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For example function StartDialog("Dialog_file_name") activates conversation.
function pilot:Message("#string_name") just displays text window with pilot face on the left.
Quote:
Originally Posted by Trucidation
I was wondering whether it's possible to attach triggers to a flight so that, when you come within range, some "chatter" text will display. (Not worrying about sound yet, just trying to see if making chatter appear is possible.)
If making chatter text is possible then I volunteer to find enough text to put in. Heck, if we can find out the relationship / disposition of that flight's faction to the player we can vary the kind of chatter as well (friend greetings, neutral greetings, tell to get lost, etc).
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All you said is possible. The problem is that trigger reacts only on certain object. Trigger function checks object by id/name. You have to know the object id to set the trigger. You can't make trigger like "if an object in the area is frindly - say this, if hostile say that."
To get it works, you need to redone all flights creation scripts. Every newly created flight (id) has to be added to the dynamic table. Instead of one object the trigger will check the whole table. It's a lot of work. You will have to change every loacation script and all quests.