dodrarikaan Posted 4 hours ago Posted 4 hours ago I'm reworking one of my mods before I upload it here. The final area includes a trigger (.utt) which when entered, starts a dialogue (.dlg). I know the trigger has been properly added to the area's .git because when I walk over its intended spot, something in the game breaks so that I am unable to talk to anyone. Of course, the dialogue itself does not appear to trigger. I tried adding it to the intended NPC and I'm able to trigger it manually by talking to them, but I really think that a trigger approach would be more suitable. Does anyone have any idea what I might be doing wrong? wonw_trove3.mod dk_wonw_Belloq.nss dk_wonw_Fight.nss onenter.nss Quote
DarthParametric Posted 1 hour ago Posted 1 hour ago 2 hours ago, dodrarikaan said: Does anyone have any idea what I might be doing wrong? The script's OnEnter appears to be: void main() { object trigger = GetObjectByTag("utt_belloq"); DestroyObject(trigger); ActionStartConversation(GetFirstPC(),"unk_belloq"); } So the issue is simple. You're destroying the script owning object (the trigger) while the script it is trying to execute is running. That instantly kills all commands in the script. I would suggest you look at some vanilla trigger OnEnters to get a better idea of how to do this. The two primary approaches are checking and setting a local boolean on the trigger (k_inc_utility has functions for this), or if you want to destroy the trigger either start the convo first and set the destroy on a delay, or signal an external object (invisible placeable typically) and have it fire the convo and destroy the trigger via its UserDefine. The other simple solution is to simply remove the destroy command from the OnEnter and move it to a script on the first node of the conversation. Quote
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