cdo947214 Posted October 3, 2014 Share Posted October 3, 2014 I want a certain message to be displayed one time at a specific moment in my quest when exiting the Mojave outpost HQ after speaking with Jackson about a specific topic. thanks Link to comment Share on other sites More sharing options...
MartinPurvis Posted October 4, 2014 Share Posted October 4, 2014 Create the message under the messages bit in cell view and then in the dialogue editor for the line you want it displayed after in one of the script boxes write ShowMessage YourMessageID Link to comment Share on other sites More sharing options...
cdo947214 Posted October 4, 2014 Author Share Posted October 4, 2014 Not seeing anything about messages in cell view. What's dialogue editor? Link to comment Share on other sites More sharing options...
cdo947214 Posted October 4, 2014 Author Share Posted October 4, 2014 I don't want it to display right after I talk to him but after I exit the building. Link to comment Share on other sites More sharing options...
MartinPurvis Posted October 4, 2014 Share Posted October 4, 2014 Dialogue editor is when you click the dialogue tab when you double click on your quest, sorry I can't be of more help. On phone. Link to comment Share on other sites More sharing options...
cdo947214 Posted October 4, 2014 Author Share Posted October 4, 2014 Got it. Thanks. Link to comment Share on other sites More sharing options...
DaWrecka Posted October 7, 2014 Share Posted October 7, 2014 (edited) Since you don't want it to show up right after you finish talking, the Dialogue Editor is the wrong place... for the most part. However, you WILL need to set a script on the dialogue - you want it to set a flag somewhere. It can be a quest variable, global variable, doesn't matter, but you need something which can be accessed from elsewhere. There might actually be a flag set by that dialogue topic already, I don't know - but if there isn't, you need to make one. "set bMyFlag to 1" or something. (I don't recommend you call it bMyFlag.) Once you have your flag, there's two ways of using it. Either put a script on the exit door, (which will trigger when the player activates the door, before they load into the new cell) or place a trigger outside the exit. (this way the player will hit it as soon as they load into the exterior cell) Then whether your script is on the exit door or the trigger, you'll have code along the lines of: if bMyFlag == 1 ShowMessage MyJacksonMessage set bMyFlag to 2 endif(you'll be changing bMyFlag and MyJacksonMessage to the names of your flag and your message form, respectively. If your flag is a quest variable, you'll need MyQuest.bMyFlag instead. Again, I don't recommend you name them bMyFlag, MyQuest and MyJacksonMessage.) Edited October 7, 2014 by DaWrecka Link to comment Share on other sites More sharing options...
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