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Creating "quest" help needed


SirWorm

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So I'm new to making quests. I'm working on collectible quest, but I have no idea where and how to start. I made already the Bendu Olo tutorial so I'm not completely lost.

Let's get to point. I have placed some items in world, checked them so that AI doesn't pick them and they don't respawn so that part is good to go.

 

The quest isn't actually a quest, because I want it to be so that there isn't any messages, but when player collects certain amount of the items he will get a special new item. This is were I'm lost.

There shouldn't be notifications but I want still to count the items and they must be so that they can't be dropped.

Also, there should not be quest marks for the items unless I read a certain book or something. Before I forget, there is only one type of item.

 

Sorry I'm newbie... The beginning is the hardest part :)

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I'm totally lost...

 

Scriptname ItemCollectionScript extends Quest

Key Property ItemProperty Auto
Event OnActivate (ObjectReference akActionRef)
if (akActionRef == Game.GetPlayer())
if (game.GetPlayer().getitemcount (ItemAlias == 5)
Game.GetPlayer().AddItem(ItemSpecialAlias, 1, true)
endif
endif
Endevent

It gives me errors... Something like "ItemCollectAlias is not known" and "ItemCollectSuperAlias is not known"

I understand somehow what script should do. (I copied from some random forum and edited it ) I'm trying to make the game count the items that I have collected, and when I have 5 of them, I get first special item.

Also this script should run once. What I understand from above that there is a player and when he has 5 types of certain item he gets one special item.

I truly need help, I suck in scripting.

Edited by SirWorm
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Sorry for triple post, I know that I sound annoying but still... Is there any easy way to add special item to player's inventory when he has enough of the other type of item? I got the script to have no errors somehow in CK but it doesn't work in game.

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