#(peeko3723) Another NPC question.

22 messages · Page 1 of 1 (latest)

wide swift
#

How would i make it so players cant trigger interaction scripts again until the end of the first script is finished?
With the way I currently have it if you click again while the 1st set of dialogue is running it will start another set of dialogue

swift kernelBOT
#

(peeko3723) Another NPC question.

swift kernelBOT
#

Hi I'm AutoThreadBot! Don't mind me, I'll just be adding the helper team to this thread so they can see it. A human will get to you soon.

plucky marshBOT
gentle plinth
#

Could you provide your script please

wide swift
#

Sure

wide swift
gentle plinth
#

!c cooldown

plucky marshBOT
# gentle plinth !c cooldown
Group

core

Syntax

cooldown [<duration>] (global) (script:<script>)

Short Description

Temporarily disables an interact script for the linked player.

Description

Temporarily disables an interact script for the linked player.

Cooldown requires a type (player or global), a script, and a duration.
It also requires a valid link to a PlayerTag if using a non-global cooldown.

To cooldown non-interact scripts automatically, consider !command ratelimit.

Cooldown periods are persistent through a server restart as they are saved in the 'saves.yml'.

gentle plinth
#

You can add a cooldown on it, to prevent firing it multiple times.

#

Or use the engage/disengange command pairs.

#

!c engage

plucky marshBOT
# gentle plinth !c engage
Required Plugins or Platforms

Citizens

Group

npc

Syntax

engage (<duration>) (player)

Short Description

Temporarily disables an NPCs toggled interact script-container triggers.

Description

Engaging an NPC will temporarily disable any interact script-container triggers.
To reverse this behavior, use either the disengage command, or specify a duration in which the engage should timeout.
Specifying an engage without a duration will render the NPC engaged until a disengage is used on the NPC.

Engaging an NPC by default affects all players attempting to interact with the NPC.
You can optionally specify 'player' to only affect the linked player.

While engaged, all triggers and actions...

gentle plinth
#

!c disengage

plucky marshBOT
# gentle plinth !c disengage
Required Plugins or Platforms

Citizens

Group

npc

Syntax

disengage (player)

Short Description

Enables an NPCs triggers that have been temporarily disabled by the engage command.

Description

Re-enables any toggled triggers that have been disabled by disengage.
Using disengage inside scripts must have an NPC to reference, or one may be specified by supplying a valid NPCTag object with the npc argument.

Engaging an NPC by default affects all players attempting to interact with the NPC.
You can optionally specify 'player' to only affect the linked player.

This is mostly regarded as an 'interact script command', though it may be used inside other script types.
This is because disengag...

wide swift
#

if I have a follow up question should I ask it here or should I make a new post

gentle plinth
#

You can make a new post

tawny kiteBOT
#
Thread Closing Reminder

Has your issue been resolved, or your question been answered?
If so, please use the </resolved:1028673926114594866> command to close your thread.
Or </invalid:1028673926898909185> if it's not possible to resolve.

If not yet resolved, please reply below to tell us what you still need.

(Note that if there is no reply for a few days, this thread will eventually close itself.)

#

@wide swift