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Enemy Conversations

PostPosted: Thu Jul 21, 11 1:38 am
by androidmt319
I made three MJ12 troops with different bindnames in a locked room. All of them are hostile towards me if they see me. So I want to go near the locked door to easedrop on their conversation. It seems to only work if at least one of them is neutral or friendly to me. When they are all hostile to me, the conversation will not even start. How do the developers get it to work? Example: On UNATCO Island, when you are almost to the NSF commander, you will be able to easedrop on a thug and a NSF terrorist talking. Then when you get upstairs, you can easedrop again on two NSF terrorists. When I use the editor to look at the map, they use a conversation trigger and both NPCs' alliance are hostile(-1.0000000000) to me. I keep trying but it does not work. Only seems to work if neutral or friendly. Anyone that knows how to do this, please help.

PostPosted: Thu Jul 21, 11 5:37 am
by SimonDenton
In ConEdit, try invoking the conversation when the player is in a certain distance, this is in the conversations properties. Otherwise, create a conversation trigger near the scripted pawns and increase the trigger radius.

Hope it helps a bit.

PostPosted: Thu Jul 21, 11 5:54 am
by androidmt319
I already did that. NPC Enter PC Radius Distance From Player=350. I already put the conversation trigger next to the door. I even make sure it is PlayerProximity as well. The locked room is not even big. It absolutely works if one of them is neutral or friendly. But not when they are all hostile.

PostPosted: Fri Jul 22, 11 1:28 pm
by ~DJ~
Well then sir, I'll recommend asking for help at OTP/DXEditing.

Go here..

http://www.offtopicproductions.com/foru ... m.php?f=36