JcHARP Posted June 18, 2013 Share Posted June 18, 2013 Okay, so I am trying to make it so that after 24 hours in game my quest progresses to the next stage. ;BEGIN FRAGMENT Fragment_4 Function Fragment_4() ;BEGIN CODE SetObjectiveCompleted(10) SetObjectiveDisplayed(15) RegisterForSingleUpdateGameTime(24.0) ;END CODE EndFunction ;END FRAGMENT Event OnUpdateGameTime() If JPCQ01.GetStageDone(10) JPCQ01.SetStage(20) EndIf EndEvent Still doesn't seem to work :O What could I possibly be doing wrong? Link to comment Share on other sites More sharing options...
nonoodles Posted June 18, 2013 Share Posted June 18, 2013 You're looking for the WaitGameTime utility, I think. http://www.creationkit.com/WaitGameTime_-_Utility Also, http://forums.bethsoft.com/topic/1403862-triggering-a-stage-after-24-hours/?p=21387511 Good idea to read the entire thread. : ) Link to comment Share on other sites More sharing options...
JcHARP Posted June 18, 2013 Author Share Posted June 18, 2013 I've already found a great way of doing it. Theorycrafted some stuffs up and came up with: Quest Property JPCQ01 Auto State JPCQ01Active Event OnBeginState() If JPCQ01.GetStage() == 15 RegisterForSingleUpdateGameTime(6.0) EndIf EndEvent Event OnUpdateGameTime() ;When six hours in-game time passes it's time to GUNGNAMSTYLE! JPCQ01.SetStage(20) UnregisterForUpdateGameTime() GoToState("JPCQ01Active2") EndEvent EndState State JPCQ01Active2 ;This is the final state in the script meaning that if we leave it blank it SHOULD be ignored! Event OnEndState() Debug.Trace("Leaving the state blank!") ;A trace to prove myself right! EndEvent EndState Under Stage(15) I put in Papyrus Script GoToState("JPCQ01Active"). It works like a charm now! I will check out that link too, more ways of doing something is good to know, thanks :D Link to comment Share on other sites More sharing options...
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