| 08-27-2007, 07:53 AM | #1 |
before anyone says anything, yes, I have looked at the tutorials forum and yes, BobTD's Quest tutorial helped me allot. BUT, there is one problem. I am making a quest as the starter quest, but the way I want to do it isn't explained in the Quest tutorial. This is the quest outline: - Captain issues order to investigate a meteor crash site. - Hero goes there and enters region "Meteor" - Quest message appears saying "I have found strange foot prints leading from the crash site. I should report this to the Captain." - Hero talks to captain who gives X Gold + X Exp. Then after this is done, another quest can be started from the Captain. How can this be done? Thank you. |
| 08-27-2007, 08:08 AM | #2 |
Using the trigger which provides the gold to the player, create the next quest. If you are using a system of sorts, you can then just enable a pre-created quest. |
| 08-27-2007, 08:34 AM | #3 |
That works for the second quest, thank you, but still remains the problem of there not being the initial quest and how to create it. |
| 08-27-2007, 02:06 PM | #4 |
Okay I would do something like this - A trigger for the second quest that is initialy disabled and the last action in the give gold trigger should be to turn on the disabled one |
| 08-27-2007, 10:03 PM | #5 |
No, no one seems to understand... The question was a 2 part question. I will re ask. 1. I am making a quest as the starter quest, but the way I want to do it isn't explained in the Quest tutorial. This is the quest outline: - Captain issues order to investigate a meteor crash site. - Hero goes there and enters region "Meteor" - Quest message appears saying "I have found strange foot prints leading from the crash site. I should report this to the Captain." - Hero talks to captain who gives X Gold + X Exp. How can this be done? 2. Then after this is done, another quest can be started from the Captain. How can this be done? (althopugh you ahve already answered this) |
| 08-28-2007, 07:19 AM | #6 |
Are you asking to change a quest dynamically as the game progresses? |
| 08-28-2007, 08:38 AM | #7 |
No... I just want to know how to GUI code a quest which does this: - Captain issues order to investigate a meteor crash site. - Hero goes there and enters region "Meteor" - Quest message appears saying "I have found strange foot prints leading from the crash site. I should report this to the Captain." - Hero talks to captain who gives X Gold + X Exp. |
| 08-28-2007, 04:12 PM | #8 |
do you mean somthing like this - Trigger name = receive quest Event - Unit enters region captain Condition Entering unit equal to your unit Actions Trigger - Turn off this trigger Game text message for all players "Captain: Investigate the meteor crash site" Trigger - turn on meteor Trigger name = meteor - initialy disabled Event - Unit enters region meteor Condition Entering unit equal to your unit Actions Trigger - Turn off this trigger Game text message for all players "I have found strange foot prints leading from the crash site. I should report this to the Captain." Trigger - turn on finish quest Trigger name = finish quest - initialy disabled Event - Unit enters region captain Condition Entering unit equal to your unit Actions Trigger - Turn off this trigger Game text message for all players "Captain: Good work." Player - add X gold to players1 current gold Hero add x experience to hero ( I'm not sure of this ) And then for the next quest just add trigger - turn on x which is precreated and disabled in the finish quest trigger sorry for not wraping it in trigger tags bt i don't have WE on this computer. this is simple and should work. |
| 08-28-2007, 07:20 PM | #9 |
shouldn't you put Trigger - Turn off this trigger last? otherwise won't the trigger stop in the middle of its actions and do nothing? |
| 08-28-2007, 09:42 PM | #10 |
Ah, thank you for that Bounty... Now I will create it and credit you... Again, thanks. |
| 08-28-2007, 11:00 PM | #11 |
relyte it won't stop psy no problem |
