Search found 912 matches

by Nystul
Wed May 16, 2018 11:24 am
Forum: Developer Discussion
Topic: implementation of talk window
Replies: 204
Views: 13205

Re: implementation of talk window

thanks for the report - will take a look if there is a regression bug from my code-rewrite anyway regarding this quest: _S.05_ task: clicked npc _informant_ say 1025 add dialog for person _thief_ log 1035 step 1 the thief gets added as dialog option as soon as informant is clicked - but only hidden ...
by Nystul
Wed May 16, 2018 9:15 am
Forum: Developer Discussion
Topic: implementation of talk window
Replies: 204
Views: 13205

Re: implementation of talk window

trying to implement this. it seems that hideNpc action is not performed correctly - the hideNpc Update() function is never reached because in Task.Update() when the corresponding task gets executed both if statements fail: if (action.IsTriggerCondition && !IsTriggered || action.IsAlwaysOnTriggerCond...
by Nystul
Wed May 16, 2018 8:21 am
Forum: Developer Discussion
Topic: implementation of talk window
Replies: 204
Views: 13205

Re: implementation of talk window

Interkarma wrote:
Wed May 16, 2018 8:11 am
How are you determining the Person resource is placed anywhere?
I thought boolean field "IsPlaced" in person resource is used for this - sry my misunderstanding then

update: thanks for this enlightening chat session - problem solved (in theory - see below ;))
by Nystul
Wed May 16, 2018 8:18 am
Forum: Developer Discussion
Topic: implementation of talk window
Replies: 204
Views: 13205

Re: implementation of talk window

sure ;)
by Nystul
Wed May 16, 2018 8:08 am
Forum: Developer Discussion
Topic: implementation of talk window
Replies: 204
Views: 13205

Re: implementation of talk window

talking about our in dfunity implementation: the problem is that a person resource for "thief" is generated which leads to an entry in the "where is" section as soon as pc learned about existence of that person. Answer even resolves correctly to the building the foe is currently in (which is cool th...
by Nystul
Wed May 16, 2018 7:19 am
Forum: Developer Discussion
Topic: implementation of talk window
Replies: 204
Views: 13205

Re: implementation of talk window

For example N0C00Y10 and A0C00Y12 Both have a thief person that is spawned (after pc learned about him/her) depending on time of day in different buildings, vanilla only shows person as talk option in tell me about, not in where is section, I want to reproduce this What would be enough is an additio...
by Nystul
Wed May 16, 2018 6:49 am
Forum: Work Requests
Topic: Closed: set guild membership/rank via console commands
Replies: 9
Views: 212

Re: set guild membership/rank via console commands

You rock, take the time you need, no hurry. Will wait for it and test other guild's quests first and postpone tg and dbh quests till it is finished
by Nystul
Wed May 16, 2018 6:47 am
Forum: Developer Discussion
Topic: implementation of talk window
Replies: 204
Views: 13205

Re: implementation of talk window

So the question then is how is the mechanism to determine if a foe should be spawned for a person. All I would basically have to do is to test of a person resource will spawn a foe in the future or has already spawned a foe in the past
by Nystul
Tue May 15, 2018 9:02 pm
Forum: Bug Reports
Topic: known bug with quest resources with same name and talk window [RESOLVED]
Replies: 1
Views: 64

Re: known bug with quest resources with same name and talk window [RESOLVED]

pull request issued with the fix

I had to change the dictionary key from caption name to Symbol.Name. talk topics from running quest loaded from savegames will likely produce wrong results, so make sure to load a savegame without running quests in next build
by Nystul
Tue May 15, 2018 8:23 pm
Forum: Developer Discussion
Topic: implementation of talk window
Replies: 204
Views: 13205

Re: implementation of talk window

is there a way to identify if a quest person resource is a static npc or a (mobile) enemy npc? must be possible somehow I guess but I can't find a differentiator first must show up under "Where Is"->"Person", second should not (since there are quests that relocate them during daytime and otherwise i...