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using a Flag Trigger to trigger a conversation

PostPosted: Mon Aug 20, 07 5:25 am
by Karkian
Hello people, I am needing help doing a flag trigger. I made a cop conversation saying something like:

"To prove you are a UNATCO agent, then you might want to help out the riot cops at blah blah blah after you've done that, I will tell you how to get to the disaster area"


And you have to help the riot cops kill all the thugs, and when they're dead, it triggers the second conversation saying:

Nice work out there, you have proven you're a UNATCO Agent, to get to the disaster area, look for a blah blah and thats how you get there

So how would i do this, here are some screenshots of what i had done:

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But it doesnt seem to be working, I asked people on dxediting and they said to use a counter trigger, and i added it and attached it to the Thugs, and the flag trigger, but i didnt even know if that was right, and I want it that when all the thugs die, it triggers the conversation to the cop, so he can play the other conversation, saying well done and stuff, and they dont reply anymore, so does anyone know how to work this?



:(

PostPosted: Tue Aug 21, 07 4:48 am
by Karkian
no help? :cry:

PostPosted: Tue Aug 21, 07 5:24 am
by Allan
Ah. You're looking for conversations triggered by flags, eh. :)

A quick bit of advice would be to check the ConEdit example files for Mission02 (NYC, the thing with the subway, etc), and have a look at the stuff for Anna Navarre. Lots of what she says is flag oriented.

Also look on some of the missionscripts to find out how to check if a load of targets have been killed.

Might help a bit, but i'm no conversation expert. :(

PostPosted: Tue Aug 21, 07 6:42 am
by Karkian
hmm, i think i KNOW how to do it. But i want it to ACTIVATE when someone dies, so say the thugs, the event tag is CastleThug, and i tag something to that and when they ALL die it activates :cry:

PostPosted: Tue Aug 21, 07 8:29 am
by Dae
[RTK]arkian wrote:ALL

maybe they all have the same tag?

PostPosted: Tue Aug 21, 07 7:59 pm
by ~[R2K]D-BLOCK~
Me know nothing to help :cry:

PostPosted: Wed Aug 22, 07 4:50 am
by Karkian
Dae[A] wrote:
[RTK]arkian wrote:ALL

maybe they all have the same tag?


Yes, they ALL have the same tag: CastleThug, but i am wondering how to TRIGGER something by killing something else, someone on DXEditing said to use a counter, but he didnt say it clearly enough, he just said to use it, thats it. I dont know anything else :?

PostPosted: Wed Aug 22, 07 10:28 am
by Jon
You could of course just find a way aroudn it; some item that the thug holds is needed to progress?

PostPosted: Wed Aug 22, 07 12:19 pm
by Andrievskaya Veronika
[RTK]arkian

If i understand what you meaning correctly...
Use MissionScript. Something like this:


Code: Select all
function Timer()
{
   local Greasel G;
   local int count;
   local DeusExPlayer DXP;

   DXP=DeusExPlayer(GetPlayerPawn());

               Super.timer();
         //----------------------------------------------
         // Бонус для любителей отстрела гризелов: если убили
         // всех то дать 2000 очков навыка.
   if (!flags.GetBool('Skills1_given'))  // Если это еще не сделано...
   {
      ForEach AllActors(class'Greasel',G)
      count++;
      Log("[DEBUG:] Greasels on the level="@count);
      If (count==0)
      {   // то сделать это....
         DXP.ClientMessage(Bonus1Message);
         DXP.SkillPointsAdd(2000);
         flags.SetBool('Skills1_given', true); // предотвращение повторного
                                                                  // получения навыка...
      }
   }
}


Please ignore my russian comments in the script :)

PostPosted: Thu Aug 23, 07 4:47 am
by Karkian
Ehhh? Never mind. I'll do it the buggy way :cry: