Vagrant0 Posted August 11, 2008 Share Posted August 11, 2008 As part of the large mod my team has been working on, I had wanted to create a prologue quest that would be released before the main mod, and allow the player to do a task which would eventually allow them access to the realm. Unfortunately I keep running into problems when it comes to making parts of the quest mod work, so have come to realize that I need someone more skilled to do the job. Most of the quest is already planned out and put together, however the ending sequence doesn't work no matter what is done. The ending sequence is supposed to have NPCs talking with eachother over a fairly large distance, and then going into combat, however it doesn't get triggered. I've already seen the pages at the wiki related to this, and tried many different things without any luck. To make matters worse, I recently made a mistake with the plugin, losing about 2 weeks of work fixing bugs and trying multiple different ways of making the event happen. Essentially, I need to find someone who is skilled at dealing with quest mods, and who has done something like this to help me resolve the problem, or complete the mod. The prologue is standalone, so there is no large, complicated download to deal with. It also doesn't currently work well enough for anyone to use it, just incase someone wanted to offer help just to get a peak at the mod. I would prefer that only capable people respond to this. The work itself isn't very much, almost everything is already there, it just isn't working right. This prologue is necessary for the project to continue, so it would be greatly appreciated if someone could get it working for us. Whoever does this is not obligated to work on anything else for the project, but may sign on if they wished to. Put simply, I'm trying to outsource a quest so that it can get done without me spending more time beating my head against the wall. Link to comment Share on other sites More sharing options...
Vagrant0 Posted August 13, 2008 Author Share Posted August 13, 2008 No takers? The appreciation of a team not enough incentive to debug a quest mod? Or is it because there is nobody around who can do this sort of thing... Or even provide some help with making it work. :wallbash: Link to comment Share on other sites More sharing options...
jroin Posted August 13, 2008 Share Posted August 13, 2008 Well..., I'd like to help.., But I think I can't do it..., only mods that I've made sofare are race and building mods (none released jet 'cous they ain't as good as I whant them to be..., jet). Link to comment Share on other sites More sharing options...
ihateregisteringeverywhere Posted August 13, 2008 Share Posted August 13, 2008 There are people like that "arrond" just not on this subforum. Then again there could be a few, but they might feel intimidated :P. Link to comment Share on other sites More sharing options...
LoginToDownload Posted August 13, 2008 Share Posted August 13, 2008 I know next to nothing about GameMode conversations... Link to comment Share on other sites More sharing options...
nosisab Posted August 13, 2008 Share Posted August 13, 2008 I can give it a try, the same base as before, sadly I can't grant full time participation in the whole project as I'd love to do. PM me if you are interested. Link to comment Share on other sites More sharing options...
Vagrant0 Posted August 15, 2008 Author Share Posted August 15, 2008 Well, let me explain a bit better about what I need. Basically, when an NPC reaches a certain point he will say something. Once he is done saying something another NPC will say something. Once that second NPC is done talking, the first NPC will reply. The NPCs have a fairly large distance between them, so it isn't like setting up your usual conversation. It's really just making an NPC say something when a flag has been triggered, then having his dialogue change another flag which will start the next person talking. However when I was putting it together, the method I used didn't work, so really what is needed is someone to rebuild that part of the quest mentioned like above and get it working. It sounds simple, and in time I could probably do it, however time isn't something I have a whole lot of, and there are other areas of the project where I really need to focus. Link to comment Share on other sites More sharing options...
jroin Posted August 15, 2008 Share Posted August 15, 2008 Don't know if I'm right, but can't you program a few timers.., that all will start at the same time but will trigger later parts of the conversation. all timers are started by the same trigger but have different time sets. Link to comment Share on other sites More sharing options...
Vagrant0 Posted August 16, 2008 Author Share Posted August 16, 2008 Don't know if I'm right, but can't you program a few timers.., that all will start at the same time but will trigger later parts of the conversation. all timers are started by the same trigger but have different time sets.That was essentially what the old system was, however either the timers or the dialogues being linked to them weren't working. That whole method was really just too complicated to be practical. Link to comment Share on other sites More sharing options...
jroin Posted August 16, 2008 Share Posted August 16, 2008 Well.., you could try "linking" all parts of the conversation together... The end of Conv. 1 will activate conv. 2, the end of conv.2 will activate conv. 3......and-so-on Conv. 1. will still be triggered by the PC entering a certain area. Link to comment Share on other sites More sharing options...
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