Calgacus wrote...
GOG, you suggest I store a puzzle index var on the player, but what if they use a different character in a SP mod? Will that var it still be accessible?
By no means did GOG state that you should store the Puzzles on the player. I did state that you could store the state and wich puzzles the player has already done on the player.
If the Object here is to just store stings GOG's Idea has merrit. I was thinking of stating the Idea myself last night. But as ussal GOG beat me to it. But it is starting to sound like each of your puzzles are each going to have there own Unique logic to them. If that is the case a script for each puzzle would be the best. If not the Storage of the data on items would work.
You could just create an item for each puzzle and store the data as locals on the item. Each Item then could be placed on an NPC ( I would clear all the scripts from the NPC's events since they would not be needed and spawn him into a private area in the module). The NPC would then be able to be stored into the DB as one unit. That however would no longer be needed. The NPC with all the puzzle Item on him becomes your Data Base. You can have a default one on the palette of your module. If you wanted to change him later you could just drop a the new blueprint of him in the override folder to change your so call DB.





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