World of Gothic Archiv
> Editing Wld_SetTime Hilfe (Englisch) |
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01.08.2002, 17:58 | #1 | ||
Alistair Beiträge: 82 |
Wld_SetTime Hilfe (Englisch)
I have a problem with using Wld_SetTime within a dialogue. The game time changes ok, but none of the NPCs begin their Zustande until the player carries out some interaction with an object or NPC. Can I trigger the NPC Zustande in a script somewhere? Thanks, Alistair. |
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01.08.2002, 20:34 | #2 | ||
GülleMüller Beiträge: 472 |
Hey Alistair, With NPC Zustände u meant their day cycle (TA), right? Since PC_SLEEP() (see sleepabit.d) is called within a dialogue, too I think u foregot to put the NPC/Hero out of that dia be4 using the Wld_SetTime() function... Maybe it could be Gothic get into trouble if the NPC (who calls Wld_SetTime()) isn't the hero itself. I still have an idea to manage that, so if that above doesn't help ... I am here ;) hope it helps, GüMü |
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04.08.2002, 05:53 | #3 | ||
Alistair Beiträge: 82 |
Thanks for the suggestion GM, I think I've solved my problem... I push the speaker into another ZS, which includes a C_ZSInit() and not much else, and that seems to works, although it causes the animations to 'pop'. What was your second idea? |
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04.08.2002, 15:23 | #4 | ||
GülleMüller Beiträge: 472 |
hi thats exactly what I would do but it would take to much time 4 me to make it understandable ;) [EDIT] Your "speaker" isn't the hero, right? [/EDIT] |
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