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How to make a terminal trigger a quest stage?


bananakillerBRO

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It shouldn't be much (if at all) different from normal scripting, probably something like:

 

(Quest id). SetStage (stage number)

 

Though, that might not be the exact syntax because I haven't really used the SetStage function all that much because I don't make many quests. But it should be pretty close.

 

....and don't forget to set the conditions on the terminal entry so that it only shows up at the appropriate time.

Edited by uhmattbravo
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I understand I need to put a script in the script box,

 

First thing to understand is the script boxes on stuff like that , are not scripts.

Next thing is to understand the engine works off of ID's as if addresses.

So a script fragment in the result field is assigned with that object ID that has that option.

 

Then next a script is an object ID unto itself. Albeit you can't do anything with this script to effect the game , unless you attatch it to a middle man object , to transfere into game play.

Like a quest , effect , object .......

 

Then I guess it needs taking notice ... that a lot of these objects have some built in coding of how their pieces work together. To take into consideration for their outcome. Which really is only known after dedicated testing.

Cuz it doesn't really matter how you need to get it done ... just how it renders in game ... which there are lots of ways to trick the player for perception mirages thinking towards game play experience ,,, instead of the actuality.

 

 

 

 

 

but I don't know what the formatting of the script should be.

You will learn it ... its just a mixed bag of blunt instruments you learn to sort of chisel out your vision.

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