View Single Post
Old 03-06-2012, 12:38 PM   #130
UltimateHK47
Forumite
 
UltimateHK47's Avatar
 
Join Date: Nov 2011
Location: In a Galaxy, far far away...
Posts: 500
Current Game: Kotor 1
Quote:
Originally Posted by Fallen Guardian View Post
If you want to have a check wether the person has been talked to just use in-game resources.

k_con_talkedto checks if you've talked to a person, and k_act_talktrue makes it so that the game recognizes that you've talked to the person, basically this:

Code:
void main () { 
SetLocalBoolean(HAS_TALKED,0,TRUE); 
}

Anyway, I use that a lot in KotOR 1, I don't know if it works in KotOR 2.
Would this work.
First time the npc sais a node. Run k_act_talktrue.
Second Time, run k_con_talkedto, which will open a different node.

Is there something I'm missing?

Thanks

-DJW


-JC-
It sais syntax error at SetLocalBoolean
SetLocalBoolean(oTarget, SW_PLOT_HAS_TALKED_TO, FALSE)

It sais

Syntax error at GiveXPToCreature
GiveXPToCreature(GetFirstPC(),500);
What do I do?

Same old error, it sais syntax error on CreateItemOnObject
CreateItemOnObject("g_a_jediscout", oPC);
CreateItemOnObject("g_w_lghtsbr10", oPC);


http://www.lucasforums.com/showthrea...12#post2807812
The Turret Arcade 1.2 ^^


USED TO BE KNOWN AS DARTH JANGO/WEASLEY

Last edited by UltimateHK47; 03-06-2012 at 12:57 PM.
UltimateHK47 is offline   you may: quote & reply,