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Advance a Quest


jaykewalker

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I want to setstage (next stage) by entering a cell. How would I go about that?

The easiest method is placing a scripted activator within that cell that has

 

begin onload
if getstage <questname> == <stage before player enters cell>
setstage <questname> <stage you want it to change to>
endif
end

 

This can be attached to any newly defined activator which is where the player enters the cell.

 

Something using player.getincell <cellname> within the quest script also works, but is only reliable for interior cells, and applies to the whole cell, not just the area around where as the activator is placed (meaning that you can isolate the journal update to an area closer to what it talks about).

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I want to setstage (next stage) by entering a cell. How would I go about that?

The easiest method is placing a scripted activator within that cell that has

 

begin onload
if getstage <questname> == <stage before player enters cell>
setstage <questname> <stage you want it to change to>
endif
end

 

This can be attached to any newly defined activator which is where the player enters the cell.

 

Something using player.getincell <cellname> within the quest script also works, but is only reliable for interior cells, and applies to the whole cell, not just the area around where as the activator is placed (meaning that you can isolate the journal update to an area closer to what it talks about).

Ok, I want it to happen as soon as I enter the room, not by activating something. so what does that mean, code wise? and thanks for the response

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I want to setstage (next stage) by entering a cell. How would I go about that?

The easiest method is placing a scripted activator within that cell that has

 

begin onload
if getstage <questname> == <stage before player enters cell>
setstage <questname> <stage you want it to change to>
endif
end

 

This can be attached to any newly defined activator which is where the player enters the cell.

 

Something using player.getincell <cellname> within the quest script also works, but is only reliable for interior cells, and applies to the whole cell, not just the area around where as the activator is placed (meaning that you can isolate the journal update to an area closer to what it talks about).

Ok, I want it to happen as soon as I enter the room, not by activating something. so what does that mean, code wise? and thanks for the response

 

The onload block happens whenever the player comes close enough (loadign distance) to whatever the script is attached to. If placed near an entry door, it will happen as soon as they enter the cell. The activator can look like anything, or could even be placed outside the playable area.

 

The quest script method, using player.getincell <cellname>, is the other option to using an activator, but requires a running quest script to function an interior cell.

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The onload block happens whenever the player comes close enough (loadign distance) to whatever the script is attached to. If placed near an entry door, it will happen as soon as they enter the cell. The activator can look like anything, or could even be placed outside the playable area.

 

The quest script method, using player.getincell <cellname>, is the other option to using an activator, but requires a running quest script to function an interior cell.

loadign distance? how do you set such a thing? i do not understand.

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loadign distance? how do you set such a thing? i do not understand.

Loading distance is whatever the person has set to where they can see the object. It varies based on system, but for most, it is more than large enough to cover the entire area around a door. Basically, it's how far away you can see actual objects like NPCs and items. No, you don't manually have to set anything in relation to it. It just is.

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loadign distance? how do you set such a thing? i do not understand.

Loading distance is whatever the person has set to where they can see the object. It varies based on system, but for most, it is more than large enough to cover the entire area around a door. Basically, it's how far away you can see actual objects like NPCs and items. No, you don't manually have to set anything in relation to it. It just is.

It worked, much thanks! consider yourself added to my mods thank you list.

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