For the last 2-3 hours I've been wracking my noobie code illiterate brain around the task of creating a simple messenger quest. Doesn't get any easier than a msg quest, but obviously I was wrong, well at least for me.
I've looked on the wiki but didn't find a understandable solution. I tried using the form search. So I then tried working it out from finding similar quests in single player and demo to use as a templet, but I just became more confused. I found such a quest and so there is a convo that activates the plot that triggers quest. I know for a fact that at that moment the player is given a quest item, but I can't find where it happens. No script tagged with the plot trigger in the convo, or any evidence of anything special in plot flag itself, it just a typical flag. The plot flag even teases me with the name Mother_gave_treasure_key!! It's mocking me, the bastard!!! I feel like i'm in the twilight zone.
It's obvious i'm missing the key concept here and its already 4 am and I hate having to go to sleep defeated.
Can somebody give me a step by step of how this process works or at least a link to an explaination that just doesn't say UT_AddItemToInventory. Any help is welcome and thanks for being patient with a noob.
How to get a npc to hand over a quest item
Débuté par
carmadaum
, avril 17 2010 09:29
#1
Posté 17 avril 2010 - 09:29
#2
Posté 17 avril 2010 - 02:13
In the bhn100cr_mother conversation open the 3rd node (which reads "[COMMENT] applears when a banter trigger is fired in a guardpost or treasury"). In that branch there is a line that starts "[[OWNER]] Here, darling, take my key ..." which sets the BHN_MOTHER_GAVE_TREASURY_KEY flag you mentioned.
If you open the bhn100pt_mother plot's properties you'll see it uses a plot script by the same name. If you open that script up and search for the BHN_MOTHER_GAVE_TREASURY_KEY flag you'll find the following snippet:
Note the two plot flags set in that snippet don't do anything additional so they are presumably just used for conversational conditionals, progress tracking and/or journal entries.
If you open the bhn100pt_mother plot's properties you'll see it uses a plot script by the same name. If you open that script up and search for the BHN_MOTHER_GAVE_TREASURY_KEY flag you'll find the following snippet:
case BHN_MOTHER_GAVE_TREASURY_KEY:
{
// -----------------------------------------------------
// ACTION: she gives the treasury key to the player
// -----------------------------------------------------
WR_SetPlotFlag(PLT_BHN000PT_MAIN, BHN_MAIN_PC_HAS_TREASURY_KEY, TRUE);
WR_SetPlotFlag(PLT_BHN200PT_TREASURY, BHN_TREASURY_GOT_KEY, TRUE);
CreateItemOnObject(rBHN_IM_TREASURY_KEY, oPC);
break;
}
If you highlight the rBHN_IM_TREASURY_KEY constant and select Go To Definition from the right-click menu it gives you the actual resource so you can find it in the item palette and examine it's properties (the important one being that it has Plot Item set to True). Note the two plot flags set in that snippet don't do anything additional so they are presumably just used for conversational conditionals, progress tracking and/or journal entries.
Modifié par Sunjammer, 17 avril 2010 - 02:16 .
#3
Posté 17 avril 2010 - 06:33
Still can't find where you can set the script to the flag or plot
Modifié par carmadaum, 17 avril 2010 - 06:41 .
#4
Posté 17 avril 2010 - 06:50
wait... i'm an f!#&@&^g idiot. hehe for some reason the concept of the object inspector just conveniently disappeared from my mind for the last 10 hours. I would say that it was in front of my face the whole time but it just happened to be hidden behind the pallet... so.. i'm gonna blame this on that it was 4 am and that I was...."tired" or something hehe...yeah that's what happened, I was tired. Well, mouth, insert foot and lets move on.
Thanks for the help Sunjammer this is the second time you've helped me out and i appreciate it greatly. The snippet you posted is the perfect templet for me to use! Thanks
Thanks for the help Sunjammer this is the second time you've helped me out and i appreciate it greatly. The snippet you posted is the perfect templet for me to use! Thanks
Modifié par carmadaum, 17 avril 2010 - 06:53 .
#5
Posté 18 avril 2010 - 02:03
I've created a little fedex demo for anyone who is interested in how to construct this sort of quest.
I'll write up step-by-step guide to go a long with it soon™!
I'll write up step-by-step guide to go a long with it soon™!
#6
Posté 18 avril 2010 - 04:01
thanks very much!
#7
Posté 18 avril 2010 - 10:42
okay how do i use this thing fedex demo?
#8
Posté 18 avril 2010 - 11:34
To view it in the toolset
I suggest creating a new module (call it something like "fedex demo") but you could import it into an existing module (everything has my "sj" prefix so it is unlikely to collide). Either way once you have created/opened your module select Tools > Builder > Builder to Builder Load and navigate to where you saved the DADBDATA file. Import the "sj" resources (you can "use existing" or "create new" string ids as none are referred to in scripts, etc.) Once imported you can examine them like any other resource.
Note that going to the "All" palette and entering "sj_" or "fedex" in the filter box should allow you to see all the related resources at the same time
To view it in game
Use the daupdate.exe to install the DAZIP file (either drag and drop the file onto the updater or click the Select DAZIPs button and navigate to where you saved the DAZIP file). Once installed you can start Dragon Age: Origins and you'll find it by clicking Other Campaigns on the main menu.
I suggest creating a new module (call it something like "fedex demo") but you could import it into an existing module (everything has my "sj" prefix so it is unlikely to collide). Either way once you have created/opened your module select Tools > Builder > Builder to Builder Load and navigate to where you saved the DADBDATA file. Import the "sj" resources (you can "use existing" or "create new" string ids as none are referred to in scripts, etc.) Once imported you can examine them like any other resource.
Note that going to the "All" palette and entering "sj_" or "fedex" in the filter box should allow you to see all the related resources at the same time
To view it in game
Use the daupdate.exe to install the DAZIP file (either drag and drop the file onto the updater or click the Select DAZIPs button and navigate to where you saved the DAZIP file). Once installed you can start Dragon Age: Origins and you'll find it by clicking Other Campaigns on the main menu.
Modifié par Sunjammer, 18 avril 2010 - 11:35 .
#9
Posté 19 avril 2010 - 01:01
Was just about to post that i figured it out. Sorry Sunjammer. Your the best though thanks!!





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