The Amazing Maurice Posted July 31, 2004 Share Posted July 31, 2004 Can anyone just point me in the right direction:)? I can't get this interjection to compile... INTERJECT_COPY_TRANS LLYNIS 11 BrageLlynisc == BR#BragJ IF ~IsValidForPartyDialogue("BR#Brag")~ THEN ~Blah Blah Blah~ END IF ~~ THEN DO ~ActionOverride(("llynis",Enemy())~ IF ~~ THEN DO ~ActionOverride(("BR#Brag",Attack("llynis")())~ EXIT It gives me a syntax error on the first IF, after END... Can anyone help, please? Link to comment
Domi Posted July 31, 2004 Share Posted July 31, 2004 iirs, you will have to use INTERJECT not I_C_T for it to work; also you do not need 2 command lines, just do the following: IF ~~ THEN DO ~ActionOverride(("llynis",Enemy()) ActionOverride(("BR#Brag",Attack("llynis")())~ I_C_T will take a CHAIN syntaxis (iirc) INTERJECT_COPY_TRANS LLYNIS 11 BrageLlynisc == BR#BragJ IF ~IsValidForPartyDialogue("BR#Brag")~ THEN ~Blah Blah Blah~ DO ~ActionOverride(("llynis",Enemy()) ActionOverride(("BR#Brag",Attack("llynis")())~ END BUT! make sure that you are not I_C_T into the last state of the convo after whic the speaker after which you interjected did something - otherwise the action will be transferred to Brag Link to comment
The Amazing Maurice Posted July 31, 2004 Author Share Posted July 31, 2004 Ahh, right, cheers But I've got a similar setup later on for when you offer to get the deed for Firkragg - If I use INTERJECT, won't that glaze over the other NPC's objections? Link to comment
Domi Posted July 31, 2004 Share Posted July 31, 2004 Yes, it will. Not a big expert but you can try to build in a CHAIN after INTERJECT that will end up with attacking NPC. Maybe someone will have a better idea Link to comment
The Amazing Maurice Posted July 31, 2004 Author Share Posted July 31, 2004 Ah, right. I'll mess about with it - if I don't get anywhere I'l just scrap that interjection. Thanks Link to comment
The Amazing Maurice Posted July 31, 2004 Author Share Posted July 31, 2004 Hmm.. this might be totally wrong, but will this work? INTERJECT FIRKR01 23 BrageFirk01 == BR#BragJ IF ~IsValidForPartyDialogue("BR#Brag")~ THEN ~Blah Blah Blah~ == MINSC IF ~IsValidForPartyDialogue("Minsc")~ THEN ~Normal interjection~ plus actionoverride etc. == MAZZY IF ~IsValidForPartyDialogue("Mazzy")~ THEN ~Normal interjection~ plus actionoverride etc. Etc.... END Link to comment
jcompton Posted August 1, 2004 Share Posted August 1, 2004 Hmm.. this might be totally wrong, but will this work? INTERJECT FIRKR01 23 BrageFirk01 == BR#BragJ IF ~IsValidForPartyDialogue("BR#Brag")~ THEN ~Blah Blah Blah~ == MINSC IF ~IsValidForPartyDialogue("Minsc")~ THEN ~Normal interjection~ plus actionoverride etc. == MAZZY IF ~IsValidForPartyDialogue("Mazzy")~ THEN ~Normal interjection~ plus actionoverride etc. Etc.... END You need a destination after the END when it's a normal INTERJECT. But yes, that would appear to work, just put a DO after each line that needs the action. Link to comment
The Amazing Maurice Posted August 1, 2004 Author Share Posted August 1, 2004 Great, thanks Link to comment
The Amazing Maurice Posted August 2, 2004 Author Share Posted August 2, 2004 I wrote it all out, and tho I've yet to taste it in game, it compiles fine This is going to make things a LOT easier Link to comment
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