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I want to make a quest mod but I have no scripting knowledge.


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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

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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 Player

and 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 by EPDGaffney
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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
End

I 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 by EPDGaffney
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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.

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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.

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