How do I trigger a converstation when the player begins to pick a door? - by john9818a
john9818a on 25/10/2013 at 18:28
I would like a conversation to begin when a door is starting to be picked. I tried using S&R but the conversation begins only after the player stops picking the door even midway through picking a door.
LarryG on 25/10/2013 at 19:58
I think that theoretically there should be a PickStateChange message generated, perhaps with data about the change. But I just tested this theory by putting NVSpy and NVTweqMessages on a locked door, and didn't see that message. What I did see was a variety of TweqComplete and TweqLockComplete messages when the right pick was used, but nothing when the wrong one was. You may need a custom script to report in on this.
LarryG on 25/10/2013 at 21:28
Cool! I didn't know that existed.
Xorak on 25/10/2013 at 21:32
A script may be the way to go, but theoretically a source/receptron setup could also work couldn't it?
john9818a on 25/10/2013 at 21:38
For the time being I set it up so that it requires both picks as usual but the conversation occurs in between letting off the door with the first pick and starting the second. R soul I'll take a look at that script.
Thanks!! :thumb:
Edit: Ok I script_load tnhscript, added the LockHelper script to the door, ScriptParam linked the door to the lever which starts the conversation, and set the data in that link as PickBegin. When I start picking nothing happens. I've checked spelling of everything and all seems ok. I even tried it on a lockbox to see if it was the door that it doesn't work on but got no response either. :confused:
Yandros on 26/10/2013 at 03:13
You can try using (
http://dromed.whoopdedo.org/tnhscript/pickhelper) PickHelper instead. It goes on the lockpicks (or their parent archetype) and you can catch the PickBegin or PickEnd messages it creates on the door with NVRelay and trigger a convo from there.
john9818a on 26/10/2013 at 04:30
Ok thanks Russ I'll check that out tomorrow after work. :D
john9818a on 28/10/2013 at 09:43
I feel :o because I'm at a loss of how to set this up. I put the PickHelper script on the lockpick and put NVRelay on a marker which is CD linked to the lever that starts the conversation.
It might be because I am attempting to figure this out while I'm in a very sleepy state after work. :)
LarryG on 28/10/2013 at 14:37
Quote:
Sends <kbd>PickBegin</kbd> and <kbd>PickEnd</kbd> to the object it's being used on.
Unless you are trying to pick a marker, I would suggest putting NVRelayTrap on the door. No need for a lever to start the conversation. Just use NVRelayTrapTDest in the door's Editor>Design Note to start the conversation. I would recommend not CD linking the door to the conversation, as it sends TurnOn/Offs when opening and closing.