Change messages from new talking NPCs?
anyone had a chance to play around the the new NPCTALKING.. im starting to wonder if alot of it is client sided?
im trying to change the messages with no avail. he always uses the airwulf messages.
Vector3 entityloc = player.transform.position;
				        Quaternion playerloc = player.transform.rotation;
					NPCTalking BotA = GameManager.server.CreateEntity("assets/prefabs/npc/bandit/shopkeepers/bandit_conversationalist.prefab", entityloc, playerloc) as NPCTalking;	


					ConversationData convo = ScriptableObject.CreateInstance<ConversationData>();
					if (convo == null)
					{
						Puts("no convo");
						return;
					}
					BotA.Spawn();
					Translate.Phrase newTest = new Translate.Phrase();
					newTest.token = "statement_intro";
					newTest.english = "message is working";
					BotA.conversations[0] = convo;
					BotA.conversations[0].shortname = "intro";​
                    BotA.conversations[0].speeches[0].statementLocalized = newTest;
Instead of adding new one do you tried to edit existing one first?
Yes and same issue messages do not change. and when i check what 
Puts(BotA.conversations[0].speeches[0].statementLocalized​.english);

it displays the new message i set but ingame is old message.

 

Client only gets message token, so it is client side - the translation of a token into real msg.
That stinks :)
I tried to mess with the vehicle vendors and got the same results.
Do you know if there is a way to get the message that says talk when ya hover the npc and make it do somthing else on use?
The hover text is probably client side, but we can likely add hooks (if there aren't already suitable ones) to detect when someone starts talking to an NPC so that you can cancel if and show a custom UI.
Ya i would most likley need a hook added. ill make a post.