Hi, I'm having some trouble trying to determine what kind of script I would need to perform a function I intend to use.
 
 What I'm trying to do is to have an event activate (For examples sake: Dialogue) when all 3 (and not just 1 or 2) of enemy NPC's have been killed in a fight.
 
 Wondering if anybody could suggest a possible script? Any help is appreciated. :)
  
 
  
  
    Hi, I'm having some trouble trying to determine what kind of script I would need to perform a function I intend to use.
 
 What I'm trying to do is to have an event activate (For examples sake: Dialogue) when all 3 (and not just 1 or 2) of enemy NPC's have been killed in a fight.
 
 Wondering if anybody could suggest a possible script? Any help is appreciated. :)
 
 You could give the three enemy NPCs a custom OnDeath event script that checks if all three are dead or gone and if so triggers a conversation. For example:
 
 
 void main() {
 // Set the tags of the three NPCs here.
 object oNPC1 = GetObjectByTag("FirstNPCTag");
 object oNPC2 = GetObjectByTag("SecondNPCTag");
 object oNPC3 = GetObjectByTag("ThirdNPCTag");
 
 // Check if all three NPCs are dead or removed.
 if ((!GetIsObjectValid(oNPC1) || GetIsDead(oNPC1))
 && (!GetIsObjectValid(oNPC2) || GetIsDead(oNPC2))
 && (!GetIsObjectValid(oNPC3) || GetIsDead(oNPC3)))
 {
 // Assign the tag of the NPC who dialog should start with here.
 object oTalker = GetObjectByTag("NPCToTalkTo");
 AssignCommand(oTalker, ClearAllActions());
 
 // Set the name of the DLG file to use here
 AssignCommand(oTalker, ActionStartConversation(GetFirstPC(), "AllDeadDialog", FALSE, CONVERSATION_TYPE_CINEMATIC, TRUE));
 }
 
 // Standard AI OnDeath shouts and custom event signals.
 SpeakString("GEN_I_AM_DEAD", TALKVOLUME_SILENT_TALK);
 SpeakString("GEN_ATTACK_MY_TARGET", TALKVOLUME_SILENT_TALK);
 SignalEvent(OBJECT_SELF, EventUserDefined(1007));
 }
  
 
  
  
    Yup, the script works fine. Thanks for the help again. :)