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npc.dialog.currentnode = "*CASE*";
LAi_SetActorType(npc);
LAi_ActorDialogNow(npc, pchar, "*go to case*", -1);
Hope you figure it out! A new quest for COAS would be amazing
SetCurrentTime(10.00, 0);
Code:SetCurrentTime(10.00, 0);
That code does it for the Build Mod, not sure if it is the same
pchar.ship.type = *SHIP ID*;
DisableFastTravel(true);
DisableFastTravel(false);
and to turn it back onCode:DisableFastTravel(true);
Code:DisableFastTravel(false);
Well with your help Captain Maggee, I manage to finish part one of my Storyline. Now I'm gonna start part two, and require your help again, or anyone. I want to do 3 things and try to do them but no succes.
1- I want to spawn an hostile ship that attack you as soon you enter the sea from Dominica Island(pretty much the same as when you steal the Spanish frigate at the end of Blood, you get attack by 2 ships when you enter the sea.)
2- I want 2 NPC character to fight each other, after a dialog.(so when I finish talking to someone I want billy and Ted to fight each other.
3- how you make a character to disapear, 5 sec after a dialog, without making him change location?
I got a lot more to come but if those are ansered, I will be able to made a good portion of part two.
Cheers,
Thanks gonna try it once I got a chance.Hi Estharos, you can try it:
sld = characterFromId("Billy");
LAi_SetWarriorType(sld);
LAi_group_MoveCharacter(sld, "EnemyFight");
sld = characterFromId("Ted");
LAi_SetWarriorType(sld);
LAi_group_MoveCharacter(sld, "EnemyFight");
LAi_group_SetRelation("EnemyFight", LAI_GROUP_ENEMY, LAI_GROUP_ENEMY);
LAi_group_FightGroups("EnemyFight", LAI_GROUP_ENEMY, true);
I'm not sure but I think it should work.
Regards