bigman28 Posted August 6, 2011 Share Posted August 6, 2011 Well let me just tell you it straight... the G.E.C.K information page is a joke. I need a little more help to create a little more complex quest. not only that but it gives you almost no info on scripts! Link to comment Share on other sites More sharing options...
bigman28 Posted August 7, 2011 Author Share Posted August 7, 2011 How do I make each objective complete, what script should I write for something like that? Link to comment Share on other sites More sharing options...
bigman28 Posted August 7, 2011 Author Share Posted August 7, 2011 (edited) An example, scn SMtestqueststage10triggerSCRIPT begin onTriggerEnter player if getstage SMtestquest < 10 setstage SMtestquest 10 endif end to create a trigger to start a quest... one objective is to find a security checkpoint, Once found however once I find it in game it doesn't register as completed objective. how do I create a script and trigger for that? Edited August 7, 2011 by bigman28 Link to comment Share on other sites More sharing options...
Glenstorm Posted August 7, 2011 Share Posted August 7, 2011 (edited) An example, scn SMtestqueststage10triggerSCRIPT begin onTriggerEnter player if getstage SMtestquest < 10 setstage SMtestquest 10 endif end to create a trigger to start a quest... one objective is to find a security checkpoint, Once found however once I find it in game it doesn't register as completed objective. how do I create a script and trigger for that? If you open the quest dialog you will find "Quest Stages" and "Quest Objectives". Quest stages are there so that it's easier to manage the flow of quests, Quest objectives are there to display the objectives.Open the Objectives tab and add some objectives, note the number next to each objective. Then you can use these functions to display them and do other stuff: SetObjectiveDisplayedGetObjectiveDisplayedSetObjectiveCompletedGetObjectiveCompletedCompleteAllObjectives Edited August 7, 2011 by Glenstorm Link to comment Share on other sites More sharing options...
Korodic Posted August 7, 2011 Share Posted August 7, 2011 Personally I use the stages to generally dictate the objectives being (old objectives get) completed and (and new ones get) displayed... It's just knowing how you want the flow of the quest to be. Link to comment Share on other sites More sharing options...
bigman28 Posted August 7, 2011 Author Share Posted August 7, 2011 An example, scn SMtestqueststage10triggerSCRIPT begin onTriggerEnter player if getstage SMtestquest < 10 setstage SMtestquest 10 endif end to create a trigger to start a quest... one objective is to find a security checkpoint, Once found however once I find it in game it doesn't register as completed objective. how do I create a script and trigger for that? If you open the quest dialog you will find "Quest Stages" and "Quest Objectives". Quest stages are there so that it's easier to manage the flow of quests, Quest objectives are there to display the objectives.Open the Objectives tab and add some objectives, note the number next to each objective. Then you can use these functions to display them and do other stuff: SetObjectiveDisplayedGetObjectiveDisplayedSetObjectiveCompletedGetObjectiveCompletedCompleteAllObjectivesI have some objectives already 1015 - find the security checkpoint20100 once I found the checkpoint it should be objective completed.where do I use those functions on this one. Link to comment Share on other sites More sharing options...
Korodic Posted August 7, 2011 Share Posted August 7, 2011 Here is an example of an easy way to do it... You start the quest by using this code: SetStage MyQuest1GetBeer 10 The quest ID: MyQuest1GetBeerThe quest name: Grab a beer off the table [stages] 10 (You have accepted the mission through either dialogue, or a script-based object of some kind)---result box code--- SetObjectiveDisplayed MyQuest1GetBeer 1020 (You have arrived at the bar, update objective)---result box code--- SetObjectiveCompleted MyQuest1GetBeer 10---result box code--- SetObjectiveDisplayed MyQuest1GetBeer 2030 (The beer has been found, update objective)---result box code--- SetObjectiveCompleted MyQuest1GetBeer 20---result box code--- SetObjectiveDisplayed MyQuest1GetBeer 3035 (this is a tranisition stage.. I've noticed I cannot complete mission objectives by putting the code in the quest stage that has "Complete Quest" checked off)---result box code--- SetObjectiveCompleted MyQuest1GetBeer 3540---Do this--- check off the "Complete Quest" check box... [Objectives]10-Go to building with beer20-Find the beer30-Drink the beer So yeah, you use triggers (scripts), and dialogue/terminals (result scripts) to use SetStage function to advance the quest along appropriately. Hope that helped. Link to comment Share on other sites More sharing options...
bigman28 Posted August 7, 2011 Author Share Posted August 7, 2011 Here is an example of an easy way to do it... You start the quest by using this code: SetStage MyQuest1GetBeer 10 The quest ID: MyQuest1GetBeerThe quest name: Grab a beer off the table [stages] 10 (You have accepted the mission through either dialogue, or a script-based object of some kind)---result box code--- SetObjectiveDisplayed MyQuest1GetBeer 1020 (You have arrived at the bar, update objective)---result box code--- SetObjectiveCompleted MyQuest1GetBeer 10---result box code--- SetObjectiveDisplayed MyQuest1GetBeer 2030 (The beer has been found, update objective)---result box code--- SetObjectiveCompleted MyQuest1GetBeer 20---result box code--- SetObjectiveDisplayed MyQuest1GetBeer 3035 (this is a tranisition stage.. I've noticed I cannot complete mission objectives by putting the code in the quest stage that has "Complete Quest" checked off)---result box code--- SetObjectiveCompleted MyQuest1GetBeer 3540---Do this--- check off the "Complete Quest" check box... [Objectives]10-Go to building with beer20-Find the beer30-Drink the beer So yeah, you use triggers (scripts), and dialogue/terminals (result scripts) to use SetStage function to advance the quest along appropriately. Hope that helped.How do you create a script to accept a mission through dialogue? Link to comment Share on other sites More sharing options...
Korodic Posted August 7, 2011 Share Posted August 7, 2011 well, you can add dialogue to a generic existing quest. And make your character the only one to speak those lines, and then he can offer the quest that way. Link to comment Share on other sites More sharing options...
bigman28 Posted August 7, 2011 Author Share Posted August 7, 2011 well, you can add dialogue to a generic existing quest. And make your character the only one to speak those lines, and then he can offer the quest that way.Please elaborate what you mean do I use the conversation editor? cause that's what I've been using. Link to comment Share on other sites More sharing options...
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