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Getting multiple plots to work with conversation conditions (solved)


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#1
Sonmeister

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I've got multiple plots and sub-plots in my mod.  I continually find I have problems like the following. 

I set up a typical quest plot.  I have the main flags accept quest, complete quest, reward quest.  I run a test and have my quest complete.  The journal updates fine and I get the update quest signal. 

So I go to the plot giver who has a condition to speak some lines if the "complete quest" flag is fired in the conversation dialogue.  But instead the quest giver gives the original quest dialogue again.  I know the quest is complete and get all other indications.  Any suggestions on what to check?

Modifié par Sonmeister, 22 mai 2010 - 05:06 .


#2
BillHoyt

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Sonmeister wrote...

So I go to the plot giver who has a condition to speak some lines if the
"complete quest" flag is fired in the conversation dialogue.  But
instead the quest giver gives the original quest dialogue again.  I know
the quest is complete and get all other indications.  Any suggestions
on what to check?


I would check to make sure your line with the conditional is BEFORE the one that is unconditional. Your quest giver will speak the first valid line, and if your quest-assignment dialogue is first and has no condition, it will always be chosen, even after the quest is complete.

So let's say you have two openings from root, A ("Ahoy, I'm the Quest Giver") and B (Thank you for completing my quest). Either ensure that B is first with a condition of QUEST_COMPLETED = TRUE, or even better, put A first with a condition of QUEST_COMPLETED = FALSE. You always want to have one line that is spoken unconditionally; my personal preference is for that line to be one that cannot give a quest that's already given.

#3
Sonmeister

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EDITED:  Thanks again BillHoyt.  You nailed it.  I had inadvertantly put my main conversation at the top of the choices so it was always choosing that, just like you said.

So for those reading this - if you intend to have several branches on your conversation make sure your initial branch which probably (not always) will not have conditions.  That way you won't spend a couple hours trying to fix something that is not broken - like I just did!

Modifié par Sonmeister, 22 mai 2010 - 05:15 .


#4
tmp7704

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What happens if you speak with the quest giver before the quest is finished? That is, does he offer the quest again just like after it's done, or does he act different?

Either case probably won't hurt to check what condition you have set that's "guarding" the initial quest offer dialogue. It may be relying on some presumption regarding the conditions which isn't actually true?

edit: i see topic got changed to (solved) now so i'm guessing you've found out the reason behind it.

Modifié par tmp7704, 22 mai 2010 - 05:10 .


#5
Sonmeister

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I would put a "quest offered flag condition" and another line of dialogue or "quest accepted flag condition" with more dialogue for just such an occasion.

BillHoyt's suggestion of a FALSE condition on your first line is probably a good idea that I may start using to avoid similar mishaps as this last one.

Modifié par Sonmeister, 22 mai 2010 - 05:15 .


#6
TimelordDC

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It's always better to have the unconditional dialogue at the end so that the speaker has multiple intros based on the states of various quest flags (in a general case) and defaults to the last one when none of the conditions are fulfilled.

If you don't know this already, you can simply drag-and-drop the NPC lines to re-order them.

#7
Sonmeister

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I copied and pasted the top of the branch which moved it all but I'll remember that about dragging and dropping next time. Thanks!

#8
tmp7704

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Copying and pasting actually creates new lines with their own IDs and requirement of providing the matching VO files for these IDs if i'm not mistaken, so it's definitely more practical to re-order things by the drag-and-drop method.

Modifié par tmp7704, 22 mai 2010 - 05:59 .