ill tonkso Posted March 15, 2011 Share Posted March 15, 2011 First of all, here is my script... scn ITSMSCQuestInitialisation Begin GameMode if (player.IsInCombat == 0 && getstage ITSMSCUnexplainedAntiquity < 10 && player.getitemcount ITSMSCQuestStartNote == 1 ) message "Test" setstage ITSMSCUnexplainedAntiquity 10 returnendif end I want it to start my quest when I pick up a note, unfortunately I cannot get it to work. Annoyingly, I have tried a test script Begin GameMode message "test end and that still will not work :s Anyone got any thoughts? Link to comment Share on other sites More sharing options...
fg109 Posted March 15, 2011 Share Posted March 15, 2011 Well, if you can't even run that test script, I think the problem is something else. Stupid question, but you did remember to select the script in the quest data tab right? Also, do you have "Start Game Enabled" checked? Link to comment Share on other sites More sharing options...
ill tonkso Posted March 15, 2011 Author Share Posted March 15, 2011 Yeah, it is. Hell only knows what is going wrong. Link to comment Share on other sites More sharing options...
Deleted800173User Posted March 15, 2011 Share Posted March 15, 2011 i believe its 'messagebox "whatever"' for the syntax of a messagebox. also during gameplay u can open up the console command and use 'getstage ITSMSCUnexplainedAntiquity' to find out which stage ur in. Link to comment Share on other sites More sharing options...
Maskar Posted March 15, 2011 Share Posted March 15, 2011 Maybe you should try printc rather than message in your test script. Just in case the test script does work. Link to comment Share on other sites More sharing options...
ill tonkso Posted March 16, 2011 Author Share Posted March 16, 2011 Tried doing it in game, staying in quest stage 0.00. @Subtanker: Messagebox is for the popup message, message is the syntax for the little message in the corner.I am going to have another play today, I left it yesterday and finished the marking my students coursework instead. (I teach games development at university).Hopefully it was just the engine being cruel, you know how game engines can be sometimes, particularly this one... Link to comment Share on other sites More sharing options...
ill tonkso Posted March 16, 2011 Author Share Posted March 16, 2011 I tried a different method, and it worked. scn ITSMSCQuestInitialisation Begin OnActivate player setstage ITSMSCUnexplainedAntiquity 10end So simple, I am now going to set it so it culls the note from the cell and adds it to the player inventory. I will update when I get that working. Link to comment Share on other sites More sharing options...
ill tonkso Posted March 16, 2011 Author Share Posted March 16, 2011 scn ITSMSCQuestInitialisation ref itsmscqueststartnote Begin OnActivate player setstage ITSMSCUnexplainedAntiquity 10 messagebox " Togans Journal, Entry 1 ...on the road north of Leyawiin, a broken, mossy pillar leads... treasures... key... Reginald Togen ";large gaps to allow for word wrap (60 characters on each line) player.additem itsmscqueststartnote 1;adds note to player inventory disable if ( player.getitemcount itsmscqueststartnote 1 ) itsmscqueststartnote.disable;disables mesh in sceneendifend There we go, sorted, that works. Hope this helps anyone else who comes across the same problem as me. Link to comment Share on other sites More sharing options...
stars2heaven Posted March 17, 2011 Share Posted March 17, 2011 (edited) You could also add (Activate) to the script if you wanted and not use messages also. That way you wouldnt need the additional stuff dealing with disable and adding items to players inventory. Off the top of my head it might look something like Begin OnActivate Setstage (Myquest) 10 Activate End Probably want some sort of "DoOnce" check in that first one. Another way might be to have the quest script update the stage so Begin OnActivate Set lids2sBeginQuest.ReadNightMother to 1 ActivateEnd Then the variable "ReadNightMother" in the quest sets the stage to 10 Of course yourse works fine as well. Just seems a little complicated. Edited March 17, 2011 by stars2heaven Link to comment Share on other sites More sharing options...
ill tonkso Posted March 30, 2011 Author Share Posted March 30, 2011 I shall have to try that out. I have nearly finished producing the quest and have some time to go back and clean it up a little, I will try and merge some of the scripts as well. Why have 5 scripts when you can have one? Link to comment Share on other sites More sharing options...
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