Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: additional dialogue
| Re: New feature: additional dialogue[message #353890 is a reply to message #353831]
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Tue, 26 June 2018 13:08 
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| townltu |
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Messages:384
Registered:December 2017 Location: here |
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Can you add another action event to trigger specific speech,
of which the game is already "aware" of, i.e. when merc is hit by friendly fire?
There is the option to trigger speech on entering a sectors building with specific number,
while Skyriders speech is, as far as i can see, triggered by distance to specific tile id,
so is there already a way to use skyriders (assumed by me;) tile specific function
if [profile§or check] == true and [PythSpacesAway( Profil.[charName],[tile_ID] ) < [distance_in_tiles] ...
somehow in DialogActionEvent or would that require additional coding?
Besides& somewhat OT, ADE_sector_commentary is not entirely limited to one comment per sector,
if imp makes sector comment we can add ADE_dialogue_reaction to trigger a rebels sector comment.
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Master Sergeant
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New feature: additional dialogue
By: Flugente on Thu, 11 January 2018 01:37
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Re: New feature: additional dialogue
By: Randok on Thu, 11 January 2018 12:14
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Re: New feature: additional dialogue
By: Flugente on Mon, 15 January 2018 22:52
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Re: New feature: additional dialogue
By: Flugente on Wed, 28 February 2018 22:35
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Re: New feature: additional dialogue
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Re: New feature: additional dialogue
By: townltu on Tue, 26 June 2018 13:08
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Re: New feature: additional dialogue
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Re: New feature: additional dialogue
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Re: New feature: additional dialogue
By: Flugente on Mon, 21 January 2019 21:31
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Re: New feature: additional dialogue
By: ZedJA2 on Fri, 04 October 2019 03:38
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Re: New feature: additional dialogue
By: ZedJA2 on Fri, 04 October 2019 09:00
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Re: New feature: additional dialogue
By: Flugente on Tue, 03 December 2019 00:15
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Re: New feature: additional dialogue
By: Kitty on Thu, 05 December 2019 09:50
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Re: New feature: additional dialogue
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