N-DReW25 1,320 Posted July 17, 2018 Reason for the vague title of this thread is because I myself am not quite sure what the thing I need help with is called. Essentially, if you remember those Mandalorian Sentries who escort your party to Mandalore on Dxun you might remember you had an option to kill the first Sentry and if you tried to walk into the Mandalorian Camp something stops you, spawns in another Sentry and initializes a dialogue with this sentry Imagine the first Sentry didn't go hostile and was still alive, what I want is if the Exile tried to walk into the Mandalorian Camp something would stop him/her and start a conversation with the Sentry. I'm not quite sure what this is called though is most likely possible, would anyone know how I can achieve this? Quote Share this post Link to post Share on other sites
A Future Pilot 161 Posted July 17, 2018 I would guess it's a trigger in that area that fires a script which spawns the sentry if he's not already there, and then initiates dialog. 1 Quote Share this post Link to post Share on other sites
N-DReW25 1,320 Posted July 17, 2018 43 minutes ago, A Future Pilot said: I would guess it's a trigger in that area that fires a script which spawns the sentry if he's not already there, and then initiates dialog. Thank you, I've found what I am looking for. This trigger I've found appears to "activate" once the Sentry goes hostile, attempting to go pass the trigger spawns the second Sentry and starts the dialogue. What I need now is how do I activate the trigger through scripts: I believe I should be able to figure out the rest. Quote Share this post Link to post Share on other sites
A Future Pilot 161 Posted July 17, 2018 Triggers aren't fired by scripts, it's the other way around. A trigger is given specific geometry in the .git file for the module, then you edit the .utt file (which is the trigger file itself) and set its OnEnter script to whatever script you want to fire. Then anytime anyone walks into the area defined for that trigger, the script will fire. (Make sure you check that the person entering is the PC, or otherwise it will fire for anybody that walks in). What you probably want to do is edit the script for the trigger that's already there 1 Quote Share this post Link to post Share on other sites