Originally Posted by Scharesoft
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.
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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:
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:
INTERACT_WINDOW:InitializeInteractWindow(logData.bodyText)
INTERACT_WINDOW:PopulateChatterOptions(optionCount, false)