QaxeIsKaze Posted December 22, 2012 Share Posted December 22, 2012 Hi. Basically I have 2 custom quests. ILQ01 and ILQ03 (2 is gone). I don't want the 2nd to start until the 1st is completed.What I've done so far is to untick the "Start Game Enabled" box in ILQ03, and in the last quest stage of ILQ01 I've added the line ILQ03.SetStage(0) Naturally have a quest alias listed in ILQ01 for "ILQ03" but upon completion of the 1st quest, the next quest doesn't start up. What have I missed? BTW, the 2nd quest begins with a letter from WICourier. Link to comment Share on other sites More sharing options...
TheSkoomaKing Posted December 22, 2012 Share Posted December 22, 2012 make sure that you´ve set the right properties for the quests. example: inside the first quest, go to "quest stages" and then properties at the box down below the script box. There you type in the property for your next quest, in this case quest 3. and then in whatever stage you want the new quest to begin, you simply put: MyQuest03.Setstage(0) also make sure that you have a objective at the new quest, otherwise you cant tell if its starting or not. Link to comment Share on other sites More sharing options...
QaxeIsKaze Posted December 23, 2012 Author Share Posted December 23, 2012 TheSkoomaKing (awesome handle btw): Yes, I did make a quest alias via the properties button, and used that MyQuest03.Setstage(0) But what exactly do you mean here "make sure that you have a objective at the new quest, otherwise you cant tell if its starting or not." This may be my problem, but could you give an example? Thanks much Link to comment Share on other sites More sharing options...
QaxeIsKaze Posted December 23, 2012 Author Share Posted December 23, 2012 Just a little note here. I'm not sure what I was doing wrong but I "think" it may have to do with the fact that I was trying to reference the same note in 2 quests. 1 alias enabled the letter in the first quest, and in the 2nd quest, the letter was meant to start the quest. But this didn't work so I tried something else. I decided not to try to piggyback the quests like I was doing. Instead what I've done is to go ahead and layout the second quest totally independent of the first, but in order so that the player cannot begin the second quest too soon, I've put a large VASE over the quest-starter letter. That vase will be disabled at the end of the first quest, and voila, the letter "appears" even though it was there the entire time, but only hidden by the vase. It's a workaround for people like me who don't know the "right way", but it works. Link to comment Share on other sites More sharing options...
TheSkoomaKing Posted December 23, 2012 Share Posted December 23, 2012 hmm, an example of what i meant would be this: Lets say you have a quest with a girl who wants to you to collect milk. you then want the game to tell the player about the objectives, like: " Get milk from the cow " if you open up your quest tab, there is a tab called " Quest objectives", go to it and have a look if you have actually given the player any objectives, as for your other problem, make sure that you´ve set the quest three´s start up stage to 0. Since it is 0 your setstaging to :) If i am abit unclear please pm me and i will try to assist you further :) Link to comment Share on other sites More sharing options...
QaxeIsKaze Posted December 23, 2012 Author Share Posted December 23, 2012 Okay, thanks. I just wanted to be certain that we were on the same page. Occasionally I miss something.But no, everything you mentioned was covered correctly before I made my post. In fact, the quest is set up "perfectly" based on the other times I've used similar patterns. Obviously there is something wrong, but all I can reckon is perhaps what is causing me grief is coming back to a quest and editing it -- changing an alias name, or adding more aliases later. That seems like it should be okay, but it doesn't work in game. Link to comment Share on other sites More sharing options...
QaxeIsKaze Posted December 25, 2012 Author Share Posted December 25, 2012 Turns out that most of the things I did were fine, but the game didn't like the way I set up the "boss" death scene or the doorway alias I used. I tell ya...one weak link in the chain... Link to comment Share on other sites More sharing options...
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