Shadowrun Returns

Shadowrun Returns

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"On Conversation Complete" Trigger Not Working?
I'm trying to have an actor run to the player character after a conversation is complete using a "When a conversation ends" when-condition in a trigger. The character doesn't seem to move after the conversation ends, though. However, if I start running around after the conversation is finished, the character seems to be following me around.

What I want is the character to just move automatically right after the conversation ends, cause it's part of a scene.
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cirion 3 17 aug, 2014 @ 11:38 
This is in free-move mode, right? One potentially tricky thing to keep in mind is that the game engine always uses turns, even when it gives the illusion of being free-move. In your case, you've given orders to the actor, but they won't start to execute those orders until their "turn" comes around.

In your trigger, after giving the "Move To" order, try also ending the current team round. That should advance to the Civilian "team" and give your actor a chance to move. (If you have multiple teams active, you may need to end multiple turns.)

You might need to also set the character in Passive mode; that will let them move simultaneously with other characters. If you don't, then they'll move in between the times when your PC is moving.
Silver Spook 17 aug, 2014 @ 23:30 
Hm, still not working. I have four teams, Ganger, Lonestar, Civilian, Shadowrunner, in the map right now. How many turns would I have to end?
Senast ändrad av Silver Spook; 17 aug, 2014 @ 23:30
cirion 3 19 aug, 2014 @ 12:44 
Potentially up to four, although if there are no members on a given team I think it is automatically skipped.
Scratch 4 28 sep, 2014 @ 17:09 
Did you get it working? I've used Gameplay > End Current actor Turn, but that's with only two teams on the map (Shadowrunners and civilians).

Try a simple test: If you only need to move the player character one space (click space adjacent to the PC) before the other actor starts running around, End current actor turn is probably what you need.

I've had bad luck using the on conversation end... what I usually do is create a trigger event "convoBossEnd" and an associated trigger" onConvoBossEnd" then, when the last node of the conversation is displayed use System > Fire event after delay [convoBossEnd] with delay = [0] (I always use "fire event after delay" even if there is no delay because it makes it easy to add delay if needed.. for example if something seems weird, try delay = 0.01, to make sure that the event fires after any other stuff going on, like the convo)
Senast ändrad av Scratch; 28 sep, 2014 @ 17:14
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