EPDGaffney Posted January 13, 2018 Share Posted January 13, 2018 Cool. By the way, if you click on the T in Lightshot, instead of the pen, you can make a textbox and just type what you want to say. Link to comment Share on other sites More sharing options...
TheGabrielShallRise Posted January 13, 2018 Author Share Posted January 13, 2018 Alright so my current quest objectives and scripts >Map Marker>Go near an area (ontrigger script maybe?)>Go to a terminal (terminal gives notes that setstages the quest?)>Return then the NPC is dead (ontrigger when setstage?)>Pick up a note which completes quest>Reward Script. (XP Reward 550)Next Quest Link to comment Share on other sites More sharing options...
EPDGaffney Posted January 14, 2018 Share Posted January 14, 2018 (edited) I can tell by the way that you're talking, you're already picking this up, and that's excellent. So, I'm a little unclear on just how much you've done and how much you're saying you want to do. Have you made a map marker already? To be clear, your 'ontrigger' scripts are meant to use Begin OnTriggerEnter Playerand obviously should be attached to the trigger box you wish to use. Note that thin triggers take up less processing power, but if you make them too thin, the player can pass through them in between ticks and not call the script. Edited January 14, 2018 by EPDGaffney Link to comment Share on other sites More sharing options...
TheGabrielShallRise Posted January 14, 2018 Author Share Posted January 14, 2018 Yep like that Then it triggers a setstage in the quest. Honestly I thought this was a bunch of symbols and numbers but it's not that hard. Link to comment Share on other sites More sharing options...
EPDGaffney Posted January 14, 2018 Share Posted January 14, 2018 (edited) For probably the majority of standard functions, the hard stuff is already done for you, and what's left is honestly very basic scripting that most people can handle with a bit of effort. As you get more experienced, you may have crazier ideas that need crazier scripts but for now, all the stuff you've mentioned should be pretty easy for you. If you want to make sure that the player sees the dead NPC, you can use OnTrigger and GetLOS. Unlike OnTriggerEnter, OnTrigger is called every tick that the player is in the trigger. It's a bit more performance-intensive, so it shouldn't be used all the time, but this is an instance where it would improve things a bit, so I would. GetLOS is what they call an 'alias' for GetLineOfSight, and both are valid in scripts:https://geckwiki.com/index.php/GetLineOfSight So: Begin OnTrigger Player If Player.GetLOS DeadNPCREF ;Do Quest Stuff EndIf EndI considered recommending you delete the trigger afterwards but sometimes if it gets called in the same frame it deletes and doesn't do the rest of what it was meant to do, so leave it for now. If you're going to be in the area a lot, maybe we should delete it, but it's probably fine either way. Edit: Also, I believe you can just Enable the trigger when you Enable the body. No need to check the stage really (if I'm right). I know that scripts run on disabled references, but I don't think things like OnTrigger would get called by them as there should be no collision. Edited January 14, 2018 by EPDGaffney Link to comment Share on other sites More sharing options...
TheGabrielShallRise Posted January 18, 2018 Author Share Posted January 18, 2018 Map Markers are easy, building however is a little hard due to the fact that I'm placing down every loot instead of leveled dummy item http://prntscr.com/i2053b http://prntscr.com/i205w9 Link to comment Share on other sites More sharing options...
EPDGaffney Posted January 18, 2018 Share Posted January 18, 2018 I'm afraid that I don't understand. It looks as if everything is coming along nicely, but when you say building however is a little hard due to the fact that I'm placing down every loot instead of leveled dummy item I'm not sure what you mean. Levelled items tend to be placed in containers anyway, so you would never have been saved from adding stuff by hand to the 3D game world, unless you wanted to get into some advanced scripting, which is definitely not the standard way to make an area. You may want to look into SCOL and OPAL. I've never used them myself, but people that make a lot of areas frequently tout their effectiveness in saving time, especially OPAL. Link to comment Share on other sites More sharing options...
TheGabrielShallRise Posted January 18, 2018 Author Share Posted January 18, 2018 No I'm good. I was just placing objects by hand so that it looks Immersive, I don't want players to find bottlecaps and post war loot at a bunker that was sealed and protected by rogue robots when the lucky 38 fired at the nukes which enabled the robot's combat protocol and have been giving trouble to Helios One for days. Link to comment Share on other sites More sharing options...
EPDGaffney Posted January 18, 2018 Share Posted January 18, 2018 Good thinking. Great to see you plugging along and getting things done. Link to comment Share on other sites More sharing options...
TheGabrielShallRise Posted January 18, 2018 Author Share Posted January 18, 2018 Okay so the bunker has a door, a working enemy sentry bot. It has a map marker and it works. After I have built all the dungeons I will come back here to tell you my progress in the quests -TGSWOAHAUTHORSiGNATURE Link to comment Share on other sites More sharing options...
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