So I'm new to scripting and dialogue but I'm having a little trouble...
The first thing I'm trying to do is have a short (newly written) conversation, triggered by a script called m_alpha.nss
m_alpha.nss:
void main()
{
ActionStartConversation(GetFirstPC(), "m_alpha")
}
This script replaces the onConversation script associated with the mercenary.utc file. However, the script fails to fire. Am I supposed to replace the onConversation script or not? How else do I associate m_alpha.dlg with the mercenary creature file? I'd like it to initiate that conversation every time I speak to a mercenary (replacing, for example, the generic "[The mercenary just grumbles at you]" on Dantooine)
Within m_alpha, there is a line that should trigger a script called t_500.nss, a test script which takes 500 credits from the player. Since m_alpha won't fire, however, I added a line in mandalore.dlg associated with t_500. The line displays properly in the conversation, but when I choose it, the script doesn't fire.
t_500.nss:
void main()
{
TakeGoldFromCreature(500,GetFirstPC(), FALSE)
}
Both scripts compile correctly. Clearly there is a problem with the linking of scripts to dialog. Am I supposed to include the .nss or .ncs extension when I put the script in the dialog editor? Do I just need to start with a clean savegame?
I'm sorry to ask so many questions, but of all the scripting tutorials out there, none of them really specify how to make scripts happen in game.