Response Condition Actor is Alive?

Post » Sun Nov 18, 2012 11:04 am

Hey ladies and gents. Is there a condition I can set for a response that an actor is alive/isn't dead? GetDead seems like it won't work as I can't select anything for it. I want this dialogue response to only be spoken if a specific actor is alive.

Thanks for your help as always :smile:
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Flutterby
 
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Post » Sun Nov 18, 2012 3:03 pm

GetDead doesn't take a parameter, but can you not use the Run on box in the condition?
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Camden Unglesbee
 
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Post » Sun Nov 18, 2012 4:40 pm

GetDead doesn't take a parameter, but can you not use the Run on box in the condition?

Ah, so make the actor an alias, and Run on Alias so it only get's said if the Alias(actor) is alive/dead?

Worth a try, seems like it makes sense. Thanks mate :)
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Pumpkin
 
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Post » Sun Nov 18, 2012 4:51 pm

Hey ladies and gents. Is there a condition I can set for a response that an actor is alive/isn't dead? GetDead seems like it won't work as I can't select anything for it. I want this dialogue response to only be spoken if a specific actor is alive.
what do you mean you "can't select anything"? in the condition function tab, you can enter the subject to run it on as well as if it's ought to be 1 or 0...?
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carly mcdonough
 
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Post » Sun Nov 18, 2012 7:46 pm


what do you mean you "can't select anything"? in the condition function tab, you can enter the subject to run it on as well as if it's ought to be 1 or 0...?

Well the box where you can select an actor for GetIsID has the drop down menus greyed out. So you can't select an actor for the condition. So it just has GetDead, the >= box and the value box.

But as above it should work if I run on alias and make the actor I want to be alive the alias.
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Jordan Fletcher
 
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Post » Sun Nov 18, 2012 11:12 am

Ok so I've been playing around with this and it just doesn't seem to want to work.

Does anyone know of a definite way to run a check if an actor is alive, for a dialogue response condition?

EDIT

Or maybe there's a workaround if not. Maybe have a script in the fragment box where I have Quest.SetStage, which checks if the actor is alive, and if not, just fails the quest.

Basically if you've seen my other post, I have a list of quests that run in random, when the player selects Contracts in the dialogue. They can only have 1 contract running at a time, and I've realised if the blacksmith for example is dead, then the quest will stay forever, and the player won't be able to select another contract. :shrug: I'm stumped.
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Raymond J. Ramirez
 
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Post » Mon Nov 19, 2012 12:31 am

http://i.imgur.com/r3yU0.png should do it for an INFO condition as pictured.
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Chris Ellis
 
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Post » Sun Nov 18, 2012 6:27 pm

http://i.imgur.com/r3yU0.png should do it for an INFO condition as pictured.

See that's how mine was set up, but I couldn't make it work for what I want. If I have to, I'll just check if the actors are dead in the script for the quest stage rather than the dialogue. In english I need:

If Actor 1 is dead, Actor 2 is alive, do the quest.
If Actor 1 is alive, Actor 2 is dead, do the quest.
If Actor 1 is dead and Actor 2 is dead, do something else. (I plan on adding a global for each of these scenarios in the quests, to flag as a condition so it doesn't get included in the Contracts list if there are no more members of their faction. That's who my objective is, anyone in the faction - SolitudeBlacksmith for example)

I'm trying IsDead and stuff but that's not working either lol.
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Mr. Allen
 
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Post » Sun Nov 18, 2012 7:56 pm

Infact what would be a script to check if an actor somewhere in the world is dead? I'll figure the rest out from there :)

The ones I've found in search don't seem to work for me lol.
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patricia kris
 
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Post » Sun Nov 18, 2012 5:52 pm

Well the box where you can select an actor for GetIsID has the drop down menus greyed out. So you can't select an actor for the condition. So it just has GetDead, the >= box and the value box.

But as above it should work if I run on alias and make the actor I want to be alive the alias.

You don't necessarily need to make the actor an alias--in the "Run On" list you can choose "Reference," and then choose them from the usual reference widget, assuming the actor is a unique actor.
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Jessie
 
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Post » Sun Nov 18, 2012 7:05 pm



You don't necessarily need to make the actor an alias--in the "Run On" list you can choose "Reference," and then choose them from the usual reference widget, assuming the actor is a unique actor.

Hmm I think I need to rethink to condition and technicality behind-the-scenes. I'll try your suggestion later. Just at frankie and benny's! :D

I'm just trying to account as best I can for any situation the player creates that may effect my quest :)
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A Boy called Marilyn
 
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Post » Sun Nov 18, 2012 12:36 pm

You can use GetDeadCount instead of GetDead as condition in your dialogue, it worked for me. :smile:
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Alada Vaginah
 
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Post » Sun Nov 18, 2012 7:52 pm

Sorted :smile:

Solitude Blacksmiths has 2 employees you can give the pelts to. Now with the conditions, if either of them is killed the quest is still fine, but if both are dead the response/quest won't ever be said, so no dead quests :smile:

Here are 2 screenshots. The first showing the system, second the conditions I'm using on this particular response/quest, for anyone else attempting the same thing :smile:

http://img259.imageshack.us/img259/6932/contractsdialogue.png

http://img338.imageshack.us/img338/2207/contractsdialoguecondit.png

Thanks Elyanou! :D
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El Khatiri
 
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Post » Sun Nov 18, 2012 2:11 pm

Sorted :smile:

Solitude Blacksmiths has 2 employees you can give the pelts to. Now with the conditions, if either of them is killed the quest is still fine, but if both are dead the response/quest won't ever be said, so no dead quests :smile:

Cool, glad that it works :banana:
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Jake Easom
 
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Post » Sun Nov 18, 2012 12:05 pm

And nevermind the aforelinked pic. If the speaker is dead, they shouldn't be talking. You'd then want IsDead, but checking a reference instead of subject.
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Quick Draw
 
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Post » Sun Nov 18, 2012 10:55 am

And nevermind the aforelinked pic. If the speaker is dead, they shouldn't be talking. You'd then want IsDead, but checking a reference instead of subject.

Not sure what you mean mate. I'm not checking if the speaker is dead. My npc gives out quests to complete for blacksmiths etc in the world. Now the random response will check if they're dead or not, thus ensuring the player won't be given a quest for say Alvor of Riverwood, if Alvor is dead :)
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Brιonα Renae
 
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Post » Mon Nov 19, 2012 1:51 am

GetDead would work then if checking a reference in which case AlvorREF would be selectable.

Seems you've already gotten it worked out though. There's always more than one way to skin a cat! :)
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josh evans
 
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Post » Sun Nov 18, 2012 4:50 pm

GetDead would work then if checking a reference in which case AlvorREF would be selectable.

Seems you've already gotten it worked out though. There's always more than one way to skin a cat! :)

Yep I could have used that way but already used getdeadcount. Was struggling with GetDead for some reason :)
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MatthewJontully
 
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