StartConversation

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A function included in the GECK for Fallout 3.

Description

Forces a conversation between two NPCs, optionally starting with a specified topic. The calling actor will seek out the target actor in order to have a conversation, no matter where the two NPCs are currently. This can also be used to have an NPC "force greet" the player, by setting the player as the TargetActor. The specified topic will be used instead of the normal Greeting topic, so the NPC can start the dialogue with any topic (use Greeting to simply have the normal greeting).

Syntax

[help]
sourceActor.StartConversation targetActor:ref topicID:baseform speakerLocationRef:ref targetLocationRef:ref headTrack:int allowMovement:int

Example

SunnyRef.StartConversation Joe SecretTopic
SunnyRef.StartConversation player ForceGreetTopic
SunnyRef.StartConversation player ForceGreetTopic ref1 ref2 1 0

Optional Parameters

  • [speaker location ref] - The Editor Reference ID for the speaker pathing, see notes below.
  • [target location ref] - The Editor Reference ID for the target pathing, see notes below.
  • [head track] - Enter 1 to enable head tracking during conversation. Enter 0 to disable.
  • [allow movement] - Enter 1 to enable movement during conversation. Enter 0 to disable.

Notes

  • If called on an NPC who is in combat with the player, the NPC won't start conversation with the chosen topic but with the GREETING topic.
  • Using the optional 'location refs' for speaker and target presumably facilitates AI pathing if movement is required to start the conversation, which appears especially useful for cell transitions.
  • If either the sourceActor or the targetActor are Disabled, this function does nothing.

See Also