Guest Messenjah Posted January 2, 2012 Share Posted January 2, 2012 Ok, so I have set up a quest. Six different NPC's must call upon several shorts that are tied to a single quest. The quest can be started by talking to any of six different NPCs. The problem, is that I do NOT want them all to activate at the same time due to several issues that will occur. What I need to know, is if I create my quest script with a begin OnActivate, will it activate, via dialogue by setting variables in said dialogue? Or will it just change the variable and do nothing? IE: SCN NPCQuestSCRIPT short NPC1short NPC2short NPC3short NPC4 begin OnActivate if NPC1==1 set NPC2 to 0 set NPC3 to 0 set NPC4 t0 0elseif NPC2=1 set NPC1 to 0 set NPC3 to 0 set NPC4 to 0elseif NPC3=1 set NPC1 to 0 set NPC2 to 0 set NPC4 to 0elseif NPC4=1 set NPC1 to 0 set NPC2 to 0 set NPC3 to 0endifEnd Will this work if, within the dialogue, I set a result script of, for example;set NPCQuest.NPC to 1 Will it then activate the quest script and run the check? I don't want to run a GameMode script globally to check it. Just want to check it once. Link to comment Share on other sites More sharing options...
viennacalling Posted January 2, 2012 Share Posted January 2, 2012 (edited) I'm not sure I follow what you want do, but would setting all those within the dialogue work? Example: Result script within NPC1 dialogue:set NPCQuest.NPC1 to 1set NPCQuest.NPC2 to 0set NPCQuest.NPC3 to 0set NPCQuest.NPC4 to 0 Result script within NPC2 dialogue:set NPCQuest.NPC1 to 0set NPCQuest.NPC2 to 1set NPCQuest.NPC3 to 0set NPCQuest.NPC4 to 0 And so on. I don't know if it would fit within the context of your overall design, but it might be simpler to have one variable, say NPCQuest.NPC, and set it to 1, 2, 3, or 4 depending on which NPC and then do whatever work you need done against that. Edited January 2, 2012 by viennacalling Link to comment Share on other sites More sharing options...
Recommended Posts