| 11-06-2003, 08:54 AM | #1 |
Greets. I'm kind of a noob at making triggers (obviously). Anyways, I would like to learn more about quest triggering. Which actions to use and so forth. I wish to use the big yellow exclamtion mark to signal that that unit has a quest available. Does that activate on its own once a quest is created through the action? Or do I have to trigger in the yellow "!" myself? Do I do something like this? [trig1 (quest start)] event: - unit comes with in 200 of "quest giving unit"...etc action: - multiple cinimatic actions (ie. cinema mode and text, explaining what to do +story or whatever) - create required (undiscovered) quest named ....blah blah blah - Mark quest as incomplete [trig2 (quest end)] event: -unit dies action: - cinema or something actiosn if i want (return to quest giver for reward) - mark quest as complete [trig3 (quest reward)] event: - unit comes with in 200 of quest giver action: - cinema or text action - hero - create [item] for [triggering unit] - destroy quest Am I missing anything? Would I need to create another trigger before that first one for the yellow "!"? Any trigger examples would be of help along with any comments or anything. |
| 11-06-2003, 02:24 PM | #2 |
Just add the action: Special Effect - Create a special effect attached to the overhead of [Quest Unit here] using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl whenever you want a unit to have the yellow exclamation mark over its head, for example when the unit comes within range. It's also good to add a Special Effect variable and name it something like "Exclamation" via the variable editor and add the action: Set Exclamation = (Last created special effect) When you want to remove the exclamation mark use the action: Special Effect - Destroy Exclamation (The special effect variable) Hope that helps you, otherwise feel free to ask more. |
| 11-06-2003, 09:11 PM | #3 |
Yup, thanks. Just what I was looking for. |
