@andgalf
That thread was a large can of worms if I recall correctly. I see I posted a few times in that thread. Was the point you are making now different from what we were discussing back then, or just another aspect? i.e. I thought it āwasā resolved. EDIT: OK, I read through some of it again, and see it is to do a situation in Chapter 3 of yours - and requires closer inspection by the looks of it.
Anyway, here is the point that I āthinkā is happening, at least with some of my own tests ⦠you can see if this helps your scripts I guess ā¦
In my own situation, I had an NPC walking scripted waypoints, so that they performed an animation at certain waypoints. The player could approach them and walk through a trigger that starts a conversation with said NPC.
The problem was that if the player just happened to walk through the trigger (to start the conversation) at exactly the point the animation was playing (which could be a couple of seconds), then the PC could potentially walk through the trigger and the conversation fail to start, even when I was using ClearAllActions(TRUE) to bring the NPC to begin new actions. However, it appears to me that the ClearAllActions is not sufficient to bring the NPC out of their animation to allow the script to fire their conversation.
However, when I added the PlayCustomAnimation(oSpeaker,"%", 0); straight after the ClearAllActions before continuing with the rest of the script to start their conversation, all appeared to work consistently.
So, if you need to start a conversation after the NPCs reaches a certain waypoint and perform a certain animation, I believe you would have to time it so that the NPC calls the conversation after any animations you require, and also using the PlayCustomAnimation(oSpeaker,"%", 0); to stop it completely before starting the conversation. And actually, in hinsight, maybe the āproperā way to do this would be to apply any animations you want to include within the conversation itself. i.e. Rather than walk, sit down and start a conversation, maybe it should be walk, start a conversation with an opening animation on the first node to sit down.
Maybe this is nothing like you need, but I explain it in case it helps.
Take care, Lance.