Guest Messenjah Posted July 3, 2012 Share Posted July 3, 2012 (edited) Ok, so I'm going to use some modified scripts here so that I can get some help. Essentially, my partner sent me this script that I requested before he went on Holiday: Scriptname My_DialogueQuest extends Quest Int Property NPC01Run Auto Int Property NPCs02Run Auto Int Property NPC03Run Auto The reason for this script, is that I want a sort-of flag for each npc. I have multiple npc's running some AI packages for their default behaviour. When you talk to the npc, they should set a quest stage to stage 10 so that, that piece of dialogue can not be repeated again with another, similar npc that uses the same dialogue. So I added this tidbit of script to run on the end of the dialogue: GetOwningQuest().SetStage(10) Now, this is where things get a bit confusing for me. I need to attach some additional lines of script to change the integers of the above script properties. For example: NPC01Run should be set to 1 so that the first npc will use the correct AI package.NPC02Run and NPC03Run should be set to 0 to ensure that they remain null so that default AI packages will continue to run. Now, in Fallout, I recall doing something along the lines of: set My_DialogueQuest.NPC01Run to 1 However, that doesn't seem to work. So I tried this:SetPQV My_DialogueQuest NPC01Run 1 I'm also not sure what get function to use to check the status of the quest variable when setting conditions. I've tried a few but it just doesn't seem to see any quest variables. Any idea of what could be wrong? Edited July 3, 2012 by Messenjah Link to comment Share on other sites More sharing options...
Guest Messenjah Posted July 3, 2012 Share Posted July 3, 2012 Anyone? I've got to imagine that someone has some knowledge of this. It's pretty basic stuff. Link to comment Share on other sites More sharing options...
Guest Messenjah Posted July 3, 2012 Share Posted July 3, 2012 Anyone please? Link to comment Share on other sites More sharing options...
Guest Messenjah Posted July 4, 2012 Share Posted July 4, 2012 bump. Link to comment Share on other sites More sharing options...
Guest Messenjah Posted July 4, 2012 Share Posted July 4, 2012 Bump. Link to comment Share on other sites More sharing options...
Guest Messenjah Posted July 4, 2012 Share Posted July 4, 2012 Bump.... seriously? Not one scripter on this forum? This should be a very basic script to write. Just a formatting problem that I'm having somewhere along the lines. It's just one single line of code to set one single script property with an end fragment script within some dialogue. Should be cake for anyone who writes scripts on a regular basis I would imagine. Link to comment Share on other sites More sharing options...
Guest Messenjah Posted July 4, 2012 Share Posted July 4, 2012 bump. Link to comment Share on other sites More sharing options...
Mansh00ter Posted July 4, 2012 Share Posted July 4, 2012 Try NPC01Run.setValue(1); Link to comment Share on other sites More sharing options...
Mansh00ter Posted July 4, 2012 Share Posted July 4, 2012 You can also retrieve a value of a variable by using the .getValue(), for example: if (myVariable.getValue() == 1) ;do stuff endIf Link to comment Share on other sites More sharing options...
Guest Messenjah Posted July 5, 2012 Share Posted July 5, 2012 Didn't work. I'm retrieving this with an end script value within the dialogue. :\ So it needs to call on the quest script before it can change the value. Link to comment Share on other sites More sharing options...
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