Conversation with Action and Condition Script
I need some help for this text (While a script assigned to the Action Script attribute is activated soon after a conversation node is finished, a script assigned to the Condition Script attribute is instead activated before a particular conversation node takes place. This can be used to check whether any additional conditions were fulfilled. ) I understood Action scripts happen after the conversation part, condition script. But my condition scripts didn't work, and that script doesn't work if happens, when a creature dies or damaged.. In addition that script doesn't work, anyone has fix for me in a reply? script: #include "inc_ai"
void main()
{
object oPC = GetFirstPC();
object object_name = GetObjectByTag("character_tag");
AI_ClearPersonalAttitude(object_name, oPC);
AI_SetPersonalAttitude(CN_ATTITUDE_HOSTILE, object_name, oPC);
SetProfile(object_name, PROFILE_TYPE_ENEMY_WITCHER, TRUE);
}
And how to make it to another of my script is getting work (if a conversation ends a monster appears, but another character is not.) It need some refresh, but is the only mode to get an another area, this is could be avoided?
Yours sincerely, 234ab
I need some help for this text (While a script assigned to the Action Script attribute is activated soon after a conversation node is finished, a script assigned to the Condition Script attribute is instead activated before a particular conversation node takes place. This can be used to check whether any additional conditions were fulfilled. ) I understood Action scripts happen after the conversation part, condition script. But my condition scripts didn't work, and that script doesn't work if happens, when a creature dies or damaged.. In addition that script doesn't work, anyone has fix for me in a reply? script: #include "inc_ai"
void main()
{
object oPC = GetFirstPC();
object object_name = GetObjectByTag("character_tag");
AI_ClearPersonalAttitude(object_name, oPC);
AI_SetPersonalAttitude(CN_ATTITUDE_HOSTILE, object_name, oPC);
SetProfile(object_name, PROFILE_TYPE_ENEMY_WITCHER, TRUE);
}
And how to make it to another of my script is getting work (if a conversation ends a monster appears, but another character is not.) It need some refresh, but is the only mode to get an another area, this is could be avoided?
Yours sincerely, 234ab


