Author Topic: LT's firing one right after another  (Read 796 times)

Offline A_Beaverhausen

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LT's firing one right after another
« on: August 06, 2006, 06:56:24 PM »
I'm quite certain that I'm doing something incredibly stupid, but where does one set the realglobaltimer for a love talk?  After the initial love talk, my NPC fires off one love talk right after another....he's an anxious lad..... ::)
"Better to be hated for who you are than loved for who you are not." - Phlogiston Verdigris

Offline Grim Squeaker

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Re: LT's firing one right after another
« Reply #1 on: August 07, 2006, 04:20:04 AM »
I'm quite certain that I'm doing something incredibly stupid, but where does one set the realglobaltimer for a love talk?  After the initial love talk, my NPC fires off one love talk right after another....he's an anxious lad..... ::)

Well in the BioWare coding they have a seperate script block that handles this.  However, when I code lovetalks I tend to have the code at the end of the lovetalk itself.
e.g.
Code: [Select]
IF ~~ THEN DO ~IncrementGlobal("G#J.Lovetalk","LOCALS",1)
RealSetGlobalTimer("G#J.JelinaRomance","GLOBAL",1800)~ EXIT

Personal choice really.
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