falloutperson416 Posted December 24, 2010 Share Posted December 24, 2010 How exactly do I create a message that will display when you start to play the game? For instance, when you first start the game, you have a certain point you can travel to until you get the pop up message that asks you if you want to do anything else to your character before traveling onward. How do I make one of those messages pop up automaticaly? Link to comment Share on other sites More sharing options...
BlackCompany Posted December 25, 2010 Share Posted December 25, 2010 How exactly do I create a message that will display when you start to play the game? For instance, when you first start the game, you have a certain point you can travel to until you get the pop up message that asks you if you want to do anything else to your character before traveling onward. How do I make one of those messages pop up automaticaly? Here we go: Step 1: Create your message. 1. In the GECK, left hand side (object window) look under the Miscellaneous category. find Messages. 2. click on Messages and you will open that category. Right-click in the Messages area, where they are all listed, and choose New. 3. Give your message a unique ID. something only you would use. Give it a Title. 4. Choose whether you wish to have your message display as a message box (pops up and stops game play until the user clicks OK) or a simple message. 5. If its a message (not message box) choose how long to display it (top left of the screen.) DO NOT display it longer than 3 - 4 seconds tops, as it will crowd out other messages which may need to show if you do so. 6. If its a message box, refer to the wiki for how to make menus and such, if you wish to do so. Otherwise just know the user can click OK to exit out of it any time, no big deal. Too many boxes do annoy people, however, especially if the info they provide is not very important info. 7. Save your message under your UNIQUE ID. Step 2: Writing your script 1. Click Gameplay at the top of GECK, then click Scripts. Create a new one 2. Name your script. Make it unique and tie it to the message you created (use a theme.) 3. Write the script and make it a Type: Quest Script: Scn myscriptnamegoeshere ;this line names your script. Scn = ScriptName. Make it unique Begin gamemode ;here we tell the script to run when the game is live (not in a menu) Showmessage mymessagenamegoeshere ;this line displays the message/messagebox for the playerstopquest myquestnamegoeshere ;this line stops your quest running after the message is shownend ; this line ends your script and is needed despite the stop quest command Step 3: Getting your message into the game. 1. Create a new Quest. Under actor data, find quests. Right click, choose new. 2. Name your quest. Make the ID Unique and similar to your message and script names (on a theme.)3. Add your script to the quest4. Save and test it in game. This is very basic. Once you have done this we can experiment with If conditions and other such stuff. For instance, if you wish to make the quest until the player is outside of Doc's house to see your message, you might use: Scn myscriptnamegoeshere ;this line names your script. Scn = ScriptName. Make it unique Begin gamemode ;here we tell the script to run when the game is live (not in a menu) If player.isininterior == 1 ;checks to see if the player is inside a building. 1 means Yes, 0 means no.return ;return halts your script, in this case, if the player is insideelse ;tells your script to go ahead if the player is outside in the worldShowmessage mymessagenamegoeshere ;this line displays the message/messagebox for the playerstopquest myquestnamegoeshere ;this line stops your quest running after the message is shownend ; this line ends your script and is needed despite the stop quest command If you need your script to keep running after the message, but only show the message once: Scn myscriptnamegoeshere ;this line names your script. Scn = ScriptName. Make it unique short doonce ;this is a generic "control Variable" (controlvar) to "control" only messaging once.Begin gamemode ;here we tell the script to run when the game is live (not in a menu) If player.isininterior == 1 ;checks to see if the player is inside a building. 1 means Yes, 0 means no.return ;return halts your script, in this case, if the player is insideelseif doonce == 0 ;doonce will be 0 by default. This means your message will only show once (see below)Showmessage mymessagenamegoeshere ;this line displays the message/messagebox for the playerset doonce to 1 ;this line changes your doonce control from the default 0 to 1, thus ending messagingendif ;ends the use of the If condition in your script (needed for each If condition)end ; this line ends your script and is needed despite the stop quest command This last script will keep your quest running until you stop it. Make sure you do so at some point. Quests which are not needed still run unless stopped and can cause slow downs in a game with too many running quest scripts. Hope this helps. Link to comment Share on other sites More sharing options...
falloutperson416 Posted December 25, 2010 Author Share Posted December 25, 2010 Thanks man. You went all out on the description (Which is awsome) and all I needed was the script :0 Thanks so much for your help! Link to comment Share on other sites More sharing options...
BlackCompany Posted December 26, 2010 Share Posted December 26, 2010 Thanks man. You went all out on the description (Which is awsome) and all I needed was the script :0 Thanks so much for your help! My pleasure, glad I could help out. Enjoy! Link to comment Share on other sites More sharing options...
falloutperson416 Posted December 26, 2010 Author Share Posted December 26, 2010 Thanks again :) Link to comment Share on other sites More sharing options...
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