Full Version : Spawn on NPC speech
xmlspawner >>Q&A >>Spawn on NPC speech
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Oberon- 03-31-2006
Hello Arte,
do you help me with a little problem?
I want spawning some things with triggering NPC speech texts.
When a NPC will speech a text, or emote ("*putting flask on the table*" for example). Spawner will spawning a flask on the table at this moment.
I tryed use a speechtrigger property on xmlspavner, bud didnt work correctly.
Do you know what i need set up?
Thank you for your answer
ArteGordon- 03-31-2006
the spawners ignore npc speech. If you are generating your speech with xmldialogs what you can do is to simply activate the spawner in the Action field of the same entry that you use to generate the speech.
Oberon- 03-31-2006
OK thaks you.
But i ask you again.
Do you have some idea how is possible take control of xmlspawnings operations on the basis of XMLquestNPC actions (speech, give quests, gumps)?
I want make a quest with speaking XMLquestNPC, and on the basic actions which are predefined in the XMLquestNPC script take control of a XMLspawners.
huh... my English is really bad...
Is this post understendable?
ArteGordon- 03-31-2006
yes, the way to do this is to set the spawners up to only respond to external triggering by setting the ProximityRange of the spawner to a value of -2.
With that setting the spawner can only be triggered by manually setting the ProximityActivated flag.
Then to trigger your spawner, have your xmldialog Action set the ProximityActivated flag on the spawner to true.
from xmlspawner2.txt

QUOTE
- Added a new proximityrange setting. Setting proximity range to -2 disables both proximity detection as well as free spawning. This allow a spawner to be set to spawn only under external direction by having the ProximityActivated property explicitly set to true by some external agent, such as another spawner, or a switch, etc.
This can be used to create spawn chains that are triggered by one spawner, and then propagate to other spawners. e.g. Have a quest spawner that triggers on a player, and then causes another spawner to trigger using the spawn spec "SET/triggermob/TRIGMOB/proximityactivated/true". Because the proximityrange is set to -2, this becomes the only way to activate the spawner.