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Showing posts with the label code

Bit o' code

I borrowed a chunk of this from the bioware forums, but a guy I correspond with asked for it. It's code I use to fire off a conversation with a party member. It avoids the speaktrigger issue that occurs if you try to start a conversation with an NPC that's not in the area where the trigger is laid down. I'd give credit to the gentlemen I borrowed from but I didn't bookmark the thread and don't recall who it was. (Sorry and thank you who ever you are) This could be modified to handle the speaker and conversation name as a variable but I haven't bothered. #include "ginc_companion" //void main(string sCompanionRosterName, string sConversation) void main () { string sCompanionRosterName= "co_navio"; string sConversation = "test02"; object oPC = GetEnteringObject(); object oTalker = GetObjectByTag(sCompanionRosterName); //CHECK TO SEE PERSON WHO TRIGGERED IS PLAYER //AND TARGET IS A COMPANION IN THE PARTY if( GetIsPC(oPC) &&...