Guest Posted July 2, 2013 Posted July 2, 2013 Good day, I have a little issue since many weeks with a part of a quest. I need to speak with a npc behind a door. Now I remember I spoke with someone in a jail (Dog for example), but not behind a door, I suppose collision is my problem: if they don't see me, they are shy and don't speak. Now, the door itself is locked, and it's an activator, so I can *knock* it by script. This changes the AI of the npc inside to dialogue package. But since it doesn't see me, the dialogue can't start. Since I'm still very "raw" with the GECK and all, my curious workaround was to "drill" the door collision, I made a hole on the collision box on the right side, and wow it worked... it's impossible to notice it (activating something on the other side, shooting through it, etc.), since the angle of this "hole" is too narrow. On the other side of the door, the npc sees me and speaks to me. When it comes to open the door, I move with a script an identical door that is not an activator, so I can simply open it: switching doors is so fast that is almost unnoticiable. I was quite proud of this curious solution. But of course it can create issues in some situations: since the npc is sandboxing inside, sometimes he just moves in a place that my hole isn't enough anymore to let him see me. Sure, 9 times on 10 it works, but I would prefer that it is completely stable: no, this solution isn't stable in this way. I though I could recreate a similar situation like for that quest at the Repconn, where the ghoul speaks to you through the intercom, I mean, I could simply change that intercom mesh with a door mesh... dialogue starts... first line is a *knock knock* etc. Then, by script, when it comes to open the door, I could simply switch as I said before... Ok, now the problem. I studied that quest on the GECK, how it worked, I looked at the scripts etc. and I really couldn't understand how this is made. I still have serious difficulties on understanding other people's scripts if they are not very plain and simple scripts. Has anybody a good solution for this "speaking to a npc on the other side of the door" thing? Or has anybody a clue about how that dialogue through the intercom could work? I wish you all a wonderful day
astymma Posted July 3, 2013 Posted July 3, 2013 Try a TalkingActivator. They are how intercoms, narrators and radios are implemented.
Guest Posted July 21, 2013 Posted July 21, 2013 I finally managed to understand how they work. Thank you Astymma, it worked like a charm!
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