ok I am working on a small little module with a friend of mine...we would like to do the triggered floating text in a certain places....ie like the text that pops up when you enter Alhehor's house in Port Llast, or Sir Kirathis cave's main room.
What we want to do is have a message float as soon as the character spawns into the start location. and then on some various spots around the module.
On a seperate note.....in the start location we have a NPC that is friendly to our faction and a hostile NPC. The friendly NPC is in a cell of to the side of the start location and sometimes attacks and kills the Hostile before the PC spawns in. do we just put a door on the cell and lock it to keep him in there? (the friendly that is).
floating texts
floating texts
Sandman
If it doesn't kill you, it makes you stronger.
If it doesn't kill you, it makes you stronger.
Place a trigger and give it a script that uses SpeakString to display your text. Don't bother with floating text; that is only visible when displayed on people in your party.
[url="http://www.sorcerers.net/Games/BG2/SpellsReference/Main.htm"]Baldur's Gate 2 Spells Reference[/url]: Strategy, tips, tricks, bugs, cheese and corrections to the manual.
Originally posted by sandman76
On a seperate note.....in the start location we have a NPC that is friendly to our faction and a hostile NPC. The friendly NPC is in a cell of to the side of the start location and sometimes attacks and kills the Hostile before the PC spawns in. do we just put a door on the cell and lock it to keep him in there? (the friendly that is).
try to put the friendly NPC in a fraction that is friendly towards all other fractions. That way he wont attack IIRC, other wise just put a door.
"Those who control the past control the future, those who control the present control the past" And I rule the PRESENT!!
I put the 'laughter' back in 'slaughter'
I put the 'laughter' back in 'slaughter'