ungodlytomato Posted August 1, 2021 Posted August 1, 2021 Sometimes NPC when activated will show the message "Person is busy". So I have an interior in which the player will do stuff and I want one of the NPCs to be non-interactable the same way and just sandbox around. How do I do that? Is it some script or quest I really have no idea what I am doing at the moment. Trying to learn. Thanks.
Guest Posted August 1, 2021 Posted August 1, 2021 The "is busy" it is because an actor is inside a Scene playing. If you want a specific actor, inside a cell, to be always non interactable while doing its sandbox, then: Create a scene, set a single actor, set the NPC you want as actor of the scene. Add a single not-ending package for your sandbox. Have the scene to run when you are inside the cell (you can use the story manager to have it like this, or just keep the scene always running, it will not be a big deal.)
Scrab Posted August 1, 2021 Posted August 1, 2021 16 minutes ago, CPU said: or just keep the scene always running, it will not be a big deal.) Scenes are automatically canceled out when the cell the Scene is playing in is unloaded, e.g. by moving far away from that place or changing worldspaces Another option next to the Storymanager would be a simple Trigger Box. There is a precut one already in the CK thats used in the Vanilla Game a lot called "DefaultStartSceneTrigger", place that Triggerbox into the world and the adjust the properties of the spawned Box to always play the Scene when the Player enters it, increase the radius of the Triggerbox to surround the entire cell
ungodlytomato Posted August 1, 2021 Author Posted August 1, 2021 5 hours ago, CPU said: The "is busy" it is because an actor is inside a Scene playing. If you want a specific actor, inside a cell, to be always non interactable while doing its sandbox, then: Create a scene, set a single actor, set the NPC you want as actor of the scene. Add a single not-ending package for your sandbox. Have the scene to run when you are inside the cell (you can use the story manager to have it like this, or just keep the scene always running, it will not be a big deal.) IT WORKED. TFW. Could I bother you again? I am stuck. I don't understand the dialogue system. So basically there are branches, topics and answers, right. So I want to get something like this: 1. I am looking for work. <- Dialogue option to pick when talked to an NPC. NPC says something. They finish and answers appear for player to pick. 1. How much do you pay? 2. What are the hours? 3. When can I start? 4. Okay. Consider me hired. Lines 1, 2 and 3 move player back to this answer pool so they can pick them all. Answer 4 either ends the conversation or goes back to the starting point which appears when you click on an NPC and start the dialogue. I am confused how to do this. Like which one is topics for example.
Guest Posted August 1, 2021 Posted August 1, 2021 Be aware you cannot speak to the actor you set as "busy". Then just study how the dialogues are done. Last time I did one was in 2018, I can go just by memory. All actions start with the player question, and have an answer from the NPC. And answers can run a script to do something.
DayTri Posted August 1, 2021 Posted August 1, 2021 24 minutes ago, ungodlytomato said: IT WORKED. TFW. Could I bother you again? I am stuck. I don't understand the dialogue system. So basically there are branches, topics and answers, right. So I want to get something like this: 1. I am looking for work. <- Dialogue option to pick when talked to an NPC. NPC says something. They finish and answers appear for player to pick. 1. How much do you pay? 2. What are the hours? 3. When can I start? 4. Okay. Consider me hired. Lines 1, 2 and 3 move player back to this answer pool so they can pick them all. Answer 4 either ends the conversation or goes back to the starting point which appears when you click on an NPC and start the dialogue. I am confused how to do this. Like which one is topics for example. "Topics" Are things the player says. "Info" are things the NPCs say. You need to make a new "branch", and create a topic to be the "start topic" ("I am looking for work") Then create an info in this topic for what the NPC will say. Then create your other topics (2, 3, 4) and create an info in each topic (what you want the NPC to say). You need to connect the info to the next topics you want to be available. So, Info 1: Connects to 2, 3, 4 Info 2: Connect to 3, 4 Info 3: Connect to 2,4 Info 4: Set it as "Goodbye" and the convo will end. Or, you could create a "Hub" topic like "Anything else?" Then you could connect the hub info to 2, 3, 4, and connect everything except 4 to the hub info. I think the hub info needs to be in its own topic (with no text), and there is an option like "invisible continue" or "silent continue" or something which makes that info auto play without the player needing to select a topic, but I'm not sure.
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