[p]Hi I know this thread is mainly for the Scripting part of the Custom NPC's mod but I'm Having trouble getting custom sounds to play. Here is the Error From the log that I get for the custom soung [/p]
[05:16:03] [Client thread/WARN]: Unable to play empty soundEvent: customnpcs:Daylights.End[/p]
I did follow the tutorial that were provided on the actual site but... the site is very out dated and all the tutorials I've watched are also out of date. Even the ones for adding custom sounds via Resource packs.[/p]
This is my code in the sounds.json.[/p]
[p] I have Very basic knowledge for Lua/Java and I can understand json script a little bit... but not much... I did try to copy the format of the actual sounds.json from the mod it's self, hence the /.[/p]
So I was experimenting with custom npcs and command blocks and such and then I came across this forum trying to find an answer to my question i was wondering if there was anyway with custom npcs to make it to where based on a certain option you pick the npc responds a certain way for instance if there is a dialogue where you picked an option that upset the npc or character could you make it to where you were forced out of the dialogue and couldn't talk to the npc again basically almost like an affection point system for an npc or maybe if you say certain options throughout the interaction with the npc could you be lead to different dialogue outcomes or is that just way to complicated for custom npcs in minecraft
There is the method executeCommand()
I'm looking for a way to retrieve what dialoge a player has selected and create a result from it.
EG:
if (event.scriptEventDialog.getname() == "yes")
{
do thing
}
if (event.scriptEventDialog.getname() == "no")
{
do other thing
}
or something like that.
Can you make a tutorial on how to make npcs blow up like creepers or teleport?
on 1.8
I did follow the tutorial that were provided on the actual site but... the site is very out dated and all the tutorials I've watched are also out of date. Even the ones for adding custom sounds via Resource packs.[/p]
This is my code in the sounds.json.[/p]
[p] }
"Daylights.End": {
"category": "player",
"sounds": [{"name": "sounds/Daylight's End", "stream": true}]
}
}[/p]
So I was experimenting with custom npcs and command blocks and such and then I came across this forum trying to find an answer to my question i was wondering if there was anyway with custom npcs to make it to where based on a certain option you pick the npc responds a certain way for instance if there is a dialogue where you picked an option that upset the npc or character could you make it to where you were forced out of the dialogue and couldn't talk to the npc again basically almost like an affection point system for an npc or maybe if you say certain options throughout the interaction with the npc could you be lead to different dialogue outcomes or is that just way to complicated for custom npcs in minecraft