How to detect when player is in Dialogue

Post » Mon Jun 18, 2012 5:31 pm

I'm trying to figure out to detect when the player is in dialogue during a timed event. I haven't found any way to do so yet. My Wait event simply skips over my code & starts a new Wait. If I could detect in Dialogue like you can with inCombat, I would be home free.

Anyone know how to do this?
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Eileen Collinson
 
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Post » Mon Jun 18, 2012 12:54 pm

The player is never in dialogue, because the PC does not speak.

You can test whether a particular actor is in dialogue with the player (but not just "any actor", I don't think, at least without a stupid loop or so on).

http://www.creationkit.com/IsInDialogueWithPlayer_-_ObjectReference

So it depends exactly what you want to do?
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Christine
 
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Post » Mon Jun 18, 2012 2:58 pm

i can tell you how to do it in geck (new to ck), don't know how much of this applies to ck or the new scripting language, but basically, i guess it'll be pretty much the same...:
dialogue is a menu (menumode 1009 in fnv), and menumode is also a command. so, since menumode 1009 only applies if player is in dialogue (not npc conversation), you'd just go "if ( menumode 1009 )" etc., if this returns true, pc is currently in dialogue.
still, that's all geck as said.
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CHANONE
 
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Post » Mon Jun 18, 2012 12:13 pm

Dialogue is not a menumode. Nor is any other "menu" where the gameworld continues on it's merry way in the background. Like the alchemy screen etc ...
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Chenae Butler
 
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Post » Mon Jun 18, 2012 11:06 am

I'm also interested in this, need this to make something that has to do with Camera. The MenuMode doesn't work since Dialogue is not considered MenuMode anymore.
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Amanda Leis
 
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Post » Mon Jun 18, 2012 12:04 pm

Just seems weird that you can test if an certain NPC is in dialogue with player but not the other way around. I really need to know when the PC is in dialogue with ANY NPC so that my timing loop can work properly.
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Kat Stewart
 
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Post » Mon Jun 18, 2012 1:03 pm

Dialogue is not a menumode. Nor is any other "menu" where the gameworld continues on it's merry way in the background. Like the alchemy screen etc ...
oh ok, sorry then. this was geck-info like i said, ain't that far in ck yet
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Ray
 
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