DarkXero Posted July 23, 2016 Share Posted July 23, 2016 11 hours ago, mathem99 said: I'll try it out EDIT: Doesn't appear to work, the server launches perfectly and I watched 2 days passed with no conversation. I only put a conversation between Wilson and Maxwell in there. I spawned a wilson and a waxwell close and they talked for a bit. There's also a conversation cooldown of half a day (240), that you can LongUpdate to remove. Link to comment https://forums.kleientertainment.com/forums/topic/69013-character-making-conversations-discontinued/page/2/#findComment-796245 Share on other sites More sharing options...
Arlesienne Posted July 24, 2016 Share Posted July 24, 2016 A different idea: what if the convos were triggered when a player examines another? It should eliminate the need of periodic scans. Link to comment https://forums.kleientertainment.com/forums/topic/69013-character-making-conversations-discontinued/page/2/#findComment-796497 Share on other sites More sharing options...
DarkXero Posted July 25, 2016 Share Posted July 25, 2016 -- Skin name override AddComponentPostInit("inspectable", function(self) self.inst:DoTaskInTime(0.5, function(inst) local skin = inst:GetSkinName() if skin then self.nameoverride = skin end end) end) -- Tragic Torch example GLOBAL.STRINGS.CHARACTERS.GENERIC.DESCRIBE.TORCH_SHADOW = "Hello. This is spook." All names available in skins_strings.lua Link to comment https://forums.kleientertainment.com/forums/topic/69013-character-making-conversations-discontinued/page/2/#findComment-796871 Share on other sites More sharing options...
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