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Quest Initialisation on Note Pickup


ill tonkso

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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

return

endif

 

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?

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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?
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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...

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I tried a different method, and it worked.

 

scn ITSMSCQuestInitialisation

 

 

Begin OnActivate player

setstage ITSMSCUnexplainedAntiquity 10

end

 

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.

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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 scene

endif

end

 

 

There we go, sorted, that works. Hope this helps anyone else who comes across the same problem as me.

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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

Activate

End

 

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 by stars2heaven
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