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ConStartInterval 
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X-51
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Post ConStartInterval
I have a holoemitter conversation which should end in the pawn going out of world, and then another conversation taking place after that occurs via dispatchers, but this next convo does not occur. Does this have to do with the "ConStartInterval"?

So this is how it is set up:

button fires dispatcher which pawnappears holo dude, and conversation is fired .5 secs later betwee you and holo dude. Con ends while firing off another dispatcher which makes holo dude disappear, and should be firing off a conversation with a person next to the player (who isn't even in the previous convo), but this doesn't happen.

The only thing I can think of is that the ConStartInterval has something to do with it, but it is set to 5 in Ued1 and 0 in Ued2. So I'm afraid to mess with it when I don't even know what it does. I've already let the dispatcher fire off everything after 5 second long waiting intervals to see what happens. The guy disappears, but the second conversation does not occur. I -can- get the conversation to occur if I frob the NPC, so the conversation isn't broken itself. So the conversation trigger simply isnt going off despite checking the syntax over and over.

Does anyone know whether this is the problem or how I can get this to work?

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Sun Apr 17, 2011 1:34 am
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Post Re: ConStartInterval
Any particular reason why you don't just use the same conversation?

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Sun Apr 17, 2011 11:12 am
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Post Re: ConStartInterval
Yeah I need the holo-emitter guy to disappear rather than stand there watching the following conversation. The "other person" is actually a hidden button which I have floating so that it appears that the main char. is listening to someone on his infolink (he turns and looks down at nothing). However, I need the following conversation to trigger a map exit in that same location. This should all just work, but I dunno why it isn't.

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Sun Apr 17, 2011 5:04 pm
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Post Re: ConStartInterval
Any particular reason why you cannot "remove" said holo with the trigger during the convo instead of having to do it specifically afterwards.

Sure, it has been a long time since I did some DX-stuff, but I am pretty sure that should be possible.

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Sun Apr 17, 2011 11:11 pm
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Post Re: ConStartInterval
Yes it is possible, but the last time I did that, it actually blacks out the screen or does something crashy like that. Freezes the convo. Seems like you have to leave the NPCs alone when talking to them.

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Mon Apr 18, 2011 1:06 am
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Post Re: ConStartInterval
Well, don't delete the instigator.

But the "other" guy can be the instigator and it should work fine. Or is he not in when the convo starts?

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Mon Apr 18, 2011 1:18 am
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Post Re: ConStartInterval
Yeah I've even placed a fresh npc there (wasnt involved) to start the next convo, and its just something not going. So I figured it might have to do with firing off conversations with dispatchers and there being limitations. The first works. But I need it to fire the next, but it doesn't. I'm gonna keep finickin, I'll let you know when i figure it out

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Mon Apr 18, 2011 1:27 am
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Post Re: ConStartInterval
ConversationTriggers are a bit...twitchy, at the best of times. Also, the game doesn't like lots of conversations happening in rapid succession: it likes to dump you back to first person for a few seconds in between.

ConstartInterval should be ignored: I'm not entirely sure it does anything (no references to it in any of the uscript code: might be something in native code somewhere, but possibly not: there are quite a few random bits of code/variables in DX that were never actually implemented), and if it does do something, it's probably worth leaving well alone.

So: ideas.

>Try increasing the delay on your dispatcher to give more time between end of convo one and start of convo two.
>Try having your dispatcher fire a trigger which fires the conversation trigger (bizarre but sometimes works).
>Put the convotrigger physically in the map where your other convo takes place, set to be touch activated (so collideactors), set it to binitiallyactive=false and othertriggerturnson, turn it on via the dispatcher (triggers check their touch list on activation, so it'll count the player as having 'touched' it).
>Use just one conversation: after the holodude is finished talking, use the actorappeartrigger (triggered from the convo) to set it to bHidden=true, and continue the conversation with your hidden button and the player. If you're using audio, you can introduce a pause by simply having a coneventspeech of " " with a three second audio clip of silence. Without the audio it kinda works too, since you have to manually advance the conversation by pressing space anyway.


Mon Apr 18, 2011 9:59 am
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Post Re: ConStartInterval
You are like, the master. I don't know why I didn't think of the bHidden thing. I'm sure that will work. But that other information is very useful, and thank a mill.

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Mon Apr 18, 2011 5:51 pm
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