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Help with making a quest.


LHNX

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Hi everyone,

 

I am trying to make a level in which the PC has to explore a room and find some clues (in the form of notes, objects) in order to solve a certain mystery. I've read the Bethsoft tutorial for basic quests, but I can't seem to figure out how to get my quest right.

 

This is my idea for the level:

 

The player enters the room, and triggers the quest (this step already works). The quest objective reads: Search the casino for signs of X.

 

Then, the player has to explore the level, and find 8 clues. Because the level is basically one big room, these clues can be found in no particular order.

 

After finding the last clue, the quest will end.

 

Can someone tell me how to do this? I'd like the "main objective" (i.e. "Search the casino for signs of X") to be displayed the whole time, and every time the player finds a clue I want the quest objective to be updated. E.g.:

 

*Search the casino for signs of X.

-You have found clue n°1.

-You have found clue n°2.

...

 

If someone can help me with this, thank you very much in advance!

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The clues should be unlinked to changing quest stages... they are activators which should actualize the actual quest variables. One only stage is enough to control all the clues finding step. This way you can easily control the clue content without concern about the finding order.
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I agree with the post above. You could basically name the notes "Clue #1" "Clue #2"... or something like that and let the player figure it out.

 

To advance stage, you can attach this script to the quest.

scn QuestScript

BEGIN GameMode
  if Player.HasNote <ClueNo1ObjectID> == 1 && Player.HasNote <ClueNo2> && ...
	SetStage <Quest> <stage>
  endif
END

 

Make sure you link an objective to the stage via the result script (I'm sure you know how to do this from doing the tutorial.

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Quest variables are persistent, they keep the last value even in multiple games sessions. So if you set the clue1 to make true a bClue1QuestVar it will be true even if the player terminates the session or change to another quest and so, can be used to return to your quest at any time.

 

Only be careful with quest variables, avoid changing their order once they are created, a few guidelines help to remove, replace or add quest variables.

 

For the remove part, better is just let it unused, don't remove the variable indeed. To add, do it on the end of the list. Replacing can be done if the variable has the same length, else is better to create a new one. That's because quest variables are stored in the save game by the order they are defined and not by actual identifiers. Changing that order someway may lead to catastrophic issues or misbehavior.

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