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11/05/14, 06:08 AM   #3
Garkin
 
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Join Date: Mar 2014
Posts: 832
Originally Posted by Scharesoft View Post
It seems this issue is caused if I use the GetChatterGreeting() or GetChatterData() functions within the EVENT_CHATTER_BEGIN event. I can easily not call these functions but then I can't get the current dialogue string.

If I want to get facial animations working again I need to comment out this line like:

-- logData.bodyText = GetChatterGreeting()

in the function uespLog.OnChatterBegin (eventCode, optionCount) in uespLog.lua file.

I thing this could be also a bug in the game.
Both those functions plays dialog from the start, so it can probably cause some issues. My guess how to make it work would be unregistering event EVENT_CHATTER_BEGIN from ZO_InteractWindow and handle it from your function. This way GetChatterGreeting() won't be called twice.

Untested:

To the function uespLog.Initialize( self, addOnName ) add this line:
Lua Code:
  1. ZO_InteractWindow:UnregisterForEvent(EVENT_CHATTER_BEGIN)

To the function uespLog.OnChatterBegin (eventCode, optionCount) add the following (after the line where is called function GetChatterGreeting()):
Lua Code:
  1. INTERACT_WINDOW:InitializeInteractWindow(logData.bodyText)
  2. INTERACT_WINDOW:PopulateChatterOptions(optionCount, false)

Last edited by Garkin : 11/05/14 at 10:44 AM. Reason: Corrected code
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