Yup that worked weimer, thanks. now about this. the maker of the walkthrough screwed up or sumthing look:
// The following is appending what we wrote in J#AR1000.bcs to the bottom of
// AR1000.bcs
EXTEND_BOTTOM ~Ar1000.bcs~ ~j#ar1000.bcs~
I renamed my text file Ar1000.bcs with the proper tag for him to be in government:
IF
Global("J#VondoExists","AR1000",0)
THEN
RESPONSE #100
SetGlobal("J#VondoExists","AR1000",1)
CreateCreature("J#Vondo",[9137.2046],3)
END
They say type:
EXTEND_BOTTOM ~Ar1000.bcs~ ~j#ar1000.bcs~
and extend_Bottom is not a proper tag. What do I type?
From what you just said it sounds like your just typing the scripts commands in notepad and saving them with a .bcs extension.
You have to *compile* your .baf scripts with the Dropzone in NI or with ISE.
So, if you name your baf j#ar1000.baf and slap it into the drop zone, it should come out as j#ar1000.bcs.
Make sure that all your files are in your root BG2 directory (where WeiDU is located) and if they're not, you have to put the path to where your patch script is located.
As for him saying Hello every two seconds, you probably used the script that comes with the NPC tutorial, which will do that because it's simply:
IF
See(Player1)
THEN
RESPONSE #100
StartDialogueNoSet(Player1)
END
So he keeps seeing you and then he'll keep initiating dialog no matter what. Try using this one instead for your NPC's default script:
IF
NumTimesTalkedTo(0) //First time you are talking to you NPC
Global("NPCFirstChat","GLOBAL",0) //Global check incase you want to have him remark later that he's already been talked to
Allegiance(Myself,NEUTRAL) //Don't want your NPC to be hostile when initiating dialogue.
See(Player1) //You'll want to see the PC.
Range(Player1,5) //This is optional, but it will make it so that the PC has to come close to the NPC before dialog is initiated
!StateCheck(Myself,STATE_SLEEPING) //check if the NPC is sleeping
!StateCheck(Player1,STATE_SLEEPING)//check if Player1 is sleeping
THEN
RESPONSE #100
MoveToObject(Player1) //Moves your NPC to the PC
SetGlobal("NPCFirstChat","GLOBAL",1) //Set's that Global to 1 so you know he's been talked to once already
StartDialogueNoSet(Player1) //Starts the dialogue.
END