Hello, how do I make ally npcs talk when you accept a quest? Can you link a guide? Show a example?
Thanks,
Bapes
Hello, how do I make ally npcs talk when you accept a quest? Can you link a guide? Show a example?
Thanks,
Bapes
If your using custom made quests, then you can just edit what they say in ADE. I dont know what do if your normal npcs are bugged exept to update to latest rev
Oh wait, do you mean like the other npcs shouting chat bubbles?
Yeah @ TheBetrayer.
Bapes
I believe you might be able to do that with lua. One second let me check
Alright BTW pst me on msn/aim.
Bapes
Ok, I'm not sure if this will work.. but you could give it a try:
function NAMEHERE_Speak(Unit)
pUnit:SendChatMessage(11, 0, "TEXT HERE")
end
function Quest_Complete(pUnit, Event)
pUnit:RegisterEvent("NAMEHERE_Speak",1000, 0)
end
RegisterUnitEvent(Creature ID for the function,6,"NAMEHERE_Speak")
RegisterQuestEvent(QUEST ID HERE, 4, "Quest_Complete")
Last edited by Lich King; 04-26-2008 at 10:23 PM.
I'll test.
Bapes
Tell me if it works, I want to know too
Doesn't work
Bapes
Eh.. I'm not really that surprised.. I made that in my head, so I didn't really have high hopes
Yeah, do you know how to make a npc talk randomly like timed?
Bapes
Like saying something every certain amount of seconds? I can do that
Alright can you send me the format? Or also when they talk to a npc he says the thing?
Bapes
That should do itfunction NPC_Talk(pUnit, event)
pUnit:SendChatMessage(11, 0, "TEXT HERE")
end
function NPC_Timed_Talk(unit, event, miscunit, misc)
pUnit:RegisterEvent("NPC_Talk",TIME IN MILISECONDS,0)
end
RegisterUnitEvent(NPC ID,1,"NPC_Timed_Talk")