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Help with completing conversation


Springheel

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Ok, still not entirely sure what was going on, but I redesigned it and it seems a lot more robust now. I realized that since the player can only hear the conversation from specific places, I could use a trigger_multiple and have the player trigger the conversation instead of the AI doing it.

 

So the setup is still similar in that a monsterclip func_static keeps the Leader from reaching his next pathnode in the room where the conversation is to take place. But now when the AI enter the room, it triggers a teleport that places a player trigger outside the room. If the player moves up to the room, he enters the trigger and the conversation plays. I let it run for over half an hour and the conversation continued to cycle. The player trigger is teleported away if the AI leave the room.

 

Hopefully that will be the end of it.

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