Jump to content

Need help: Writing an alias script that adds an object to npc inventor


Guest Messenjah

Recommended Posts

Guest Messenjah

Here is what I did:

 

-Created an Alias called "Target". I pointed the alias to the specific reference. *Actor can not be unique because he uses template data*.

 

-Set GetStage== 20 on the NPC pointing to my quest.

Added a script to set the stage onDeath. Just used a default alias script. Made sure all properties were properly set.

 

-Created an Alias called "Contract Heart". Selected my heart base, selected "in" and selected my NPC alias.

 

-Set GetStage == 20 and marked the "Contract Heart" as optional.

 

Result:

********

Went into game and I get the dialogue and the quest started but the quest wouldn't point to the target alias. Killed him and the quest stage didn't update and no heart to be found anywhere.

 

 

Added the line: "Actor Target = alias_Target.getReference() as Actor" to quest stage 10, 20, and 30 to make sure.

 

Now the quest stage switched to 10 during the dialogue, switched to 20 upon npc's death and displayed objectives, and showed an arrow over the target alias reference before I killed him.

 

But still no heart. :( Now the arrow just keeps pointing to the reference actor after he is dead and I am stuck at stage 20.

Link to comment
Share on other sites

Guest Messenjah

Ah-hah! I figured it out. I forgot to give him the heart as a death item. :P

 

Still taking me a while to figure out quest alias and how they work. Figured out how to use script properties and variables... how to get quests to start properly without using "start game enabled" but taking me a while to figure out how to get quest alias to work.

 

Now, I just need to figure out how to get the quest to repeat. Theoretically... I should be able to put all the dialogue to enable the contracts in one topic and then just set the corresponding mission and stage to the correct quest so that it starts the correct stages. Then flag each response as "random" and flag the topic to "say all before repeating." Slap a reset on the final stage of each quest and hopefully it will work. The only thing I worry a bit about is the npc respawning on-time for the corresponding quest. :\

Link to comment
Share on other sites

Guest Messenjah

Yuck, it appears that I was wrong... very wrong. The heart shows up, but it's not a quest object and it doesn't go to stage 30 so I can return the heart. :P

 

Tried it after adding an ondeatadditem script to the npc. Basically on-death it adds the heart rather than the heart being a death item.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...