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Help please


Danielned

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Hmm...the easiest thing about killing a creature would be to give the creature a unique ID. Then, in the conditions for dialogue, you can set the condition

 

Dead CreatureID = 1

 

which means you only get this dialogue when the creature is dead.

 

 

To get the correct dialogue for the choices whether to accept oor not, the dialogue lines should look something like that - just use the lines of dialogue, journal names etc you've made up.

 

what the orc says when the player refuses (function choice = 2)

 

what the orc says when the player accepts (function choice = 1 - result Journal My_JOURNAL 10 )

 

what the orc says when offering the quest (result: choice "yes,i'll help you" 1 "no, i'm busy" 2 )

 

 

 

One more point: make sure when you give the orc this greeting that in the conditons box you select

 

ID scared orc

 

 

Or else you will get this greeting from a lot of people.

 

The best place to put quest greetings is greetings section 5.

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I got an error message it says cannot find blah blah on line 1 when i talked about the topic

what exactly did the error message say?

 

it could be that you hadn't made the topic or the journal yet but were referring to it in the results box

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Ok, this is about killing the creature. You'll need to do a tiny bit of scripting. And you might want to add a journal entry after you've killed the creature. Anyway, this is what the script might look like:

 

Begin Kill_the_creature

 

If ( OnDeath == 1 )

Journal "Your_quest" 10

endif

End

 

And now, for the dialogue problem. If I understand your question correctly, what you need to do is add some subtopic-things, or whatever you want to call them(very technical terms). What that means, is what will be displayed when you click on a topic. Or choice in this case. Now this is just an example, but hopefully it will help.

 

Will you do this quest? That's the question. Now, in the results field, add:

Choice "Yes" 1 "No" 2

 

What you'll have to do now is add some more subtopic-things. An example for choice 1 could be:

Thank you for excepting to help me.

 

Then under Function/Variables in field 1, put Function Choice == 1 (a.k.a. Yes)

Then, in the results field type in(this is an example of course) (you don't have to, but it may help)

Journal "Your_quest" 5

For the choice "no", you could do something along the same lines, except with a different message for clicking no. I hope that helps.

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Ragnor - there is a function in the dialogue editor which checks whether a set ID is dead. You could then update the journal with the dialogue line corresponding to that condition if you want to save yourself the scripting.

 

You can also check if the player has a certain number of items in the inventory, what time it is etc...

 

The dialogue editor lets you check for a lot of conditions without the need for scripting :)

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Ok, I think I know what you're asking. There are three ways to do this that I know of.

1. Go into the Construction Set. Drag a creature into the Render Window. Once there, click and hold the mouse button down on the creature. With the S key pressed, drag the mouse over the screen. That will make the creature bigger and smaller.

2. In the Construction Set, drag a creature into the render window. Double click on it. If you look at the dialogue box it gives you, you'll see a box with the words 3D Scale above it. It should be set at 1.0 if you haven't done anything to it yet. You can set this number as high as 2.0 and as low as 0.5.

3. Last but not least (and my favorite), you can right a short little script to make it bigger.

 

Begin Make_Creature_Big

 

SetScale 4.0

 

End

 

With this, you make the creature much larger than what is programmed into TESCS. So have fun making your giant.

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