MagSul Posted March 24, 2018 Share Posted March 24, 2018 I've an NPC who delivers dialog when interacted with. She speaks without issue and then we fade to black. During that time the original NPC is removed and a new one is placed on the dueling mat opposite the player. When the player hits 1HP, the NPC does a quick emote, says a line of dialog and then we fade to black again. While the screen is faded out, the original NPC is respawned and the one that was on the dueling mat is removed. My problem is that when the original NPC is respawned, she won't deliver the next line of dialog by herself. I've tried this two ways: First is to simply put this at the end of the script upon fading back in: //(BHVD) affect ( "npc_ella", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_LOOK_TARGET", "player" ); task ( "jedi_zfintro1 line 2" ) { print ( "Let me know if you're ever free for any more." ); sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/ella/01ella007.mp3" ); } dowait ( "jedi_zfintro1 line 2" ); } The alternate way was to make a separate script to be fired instead. Neither seems to work. Does anyone have any suggestions that may be able to help me resolve this? Link to comment
Noodle Posted March 24, 2018 Share Posted March 24, 2018 Can't you make the NPC invisible and non-solid instead of removing and respawning it? Sometimes I get problems with NPCs because scripts don't seem to work on them when they respawn. therfiles and Droidy365 like this Link to comment
Solution MagSul Posted March 25, 2018 Author Solution Share Posted March 25, 2018 Noodle, bigphil2695 and Wasa like this Link to comment
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