Questions about dialogue system and AI

Post Reply
TCone
Posts: 8
Joined: Wed Apr 06, 2016 1:28 am

Wed Apr 06, 2016 1:49 am

I'm making a mod, that will allow player to be a real slave master, with his own slaves working at the outpost.

So far I've successfully implemented slave control via dialog system (slaves aren't part of your Faction and you can't control them directly, but can issue orders via dialogues).
And half-way finished with slave purchasing, and that's why I'm asking for help here.

There are 3 ways for player to get a very own slave.
1. Buy a slave from a slaver shop, like it was in 0.76.x Alpha.
Unfortunately this variant is not working, because you can only buy a slave OUT of slavery. The guy stops being a slave as soon as you pay to his master. If there is a way to edit this behavior please point it out.
2. Buy a slave from dialog directly.
This one is 100% working, but again with certain limitations. The worst part here is that you can't (or I don't know how to) count squad's slaves. Due to this - you can only hardcode the number of slaves for the certain slaver band, and hope that they will not lost before player come to them and pay hardcoded sum of cats for 'all the slaves', because you can only transfer all the slaves from the dialog options (and once again - if you know how to transfer a specific amount of slaves, please advise)
3. Pay for a slaverun. Slavers band will spend certain time hunting for slaves for you.
Currently this variant is my primary, due to all issues listed above. You pay to slavers some cats for 24 hours, and they roam around looking for suitable slave candidates. When contract expires they come to player and report that job is done, giving away all slaves they managed to catch.

Now my problem is that I can't make this contract repeatable. I have a dialog package for my slavers band. Package had 2 entries.
1. Player talk to me - The actual main dialog.
2. Contract completed - The report after they finish a slaverun you payed for.

First problem is that I don't know how to make Slaver start a conversation with player after contract is off. He will only speak in passive mode, and if you set the report as an actual conversation Slaver will come to player and trigger a 'Player talk to me' dialogue.
What am I doing wrong? Maybe there is a way to set some custom variables and keep certain lines active only when you need them? Built-in variables can't help me, or I just can't imagine how should I combine them to achieve needed result.

P.S. There is a lot of text, sorry. If something is unclear - please ask to clarify. I'm not sure if I can make it without your help.

TCone
Posts: 8
Joined: Wed Apr 06, 2016 1:28 am

Wed Apr 06, 2016 3:21 am

Allright, I've managed to make Variant 3 work with 'interrupt' dialog option. Needs some more testing but looks promising. Still will appreciate your advices, if any.

Post Reply
  • Information
  • Who is online

    Users browsing this forum: No registered users and 3 guests