Good/Bad triggers
Débuté par
SilentCid
, oct. 30 2009 07:22
#1
Posté 30 octobre 2009 - 07:22
Dont have any other way of saying it on the title but Is there a way in the toolset to tell how bad/good a player is? I am thinking among the lines if a player is bad a trigger would activate if he's at a particular area. If he's good the trigger will not activate for him.
#2
Posté 30 octobre 2009 - 07:31
I think you would have to set up your own method for determining what makes them good or bad. I don't think BioWare tracks this kind of thing in game though they do track how your companions feel about you. (I think this is the way it works in the official campaign,)
#3
Posté 30 octobre 2009 - 07:31
add your own variabel and check for it. what define bad/good is up to you as a scripter.
#4
Posté 30 octobre 2009 - 07:31
Uhm....just what do you mean by "Good" and "bad". DA just doesn't have a linear goodnes scale... no more than the real world, so the question is kind-of meaningless.
#5
Posté 30 octobre 2009 - 07:41
Wouldn't say meaningless as Beerfish describes they do track how your companions feel about you.
#6
Posté 31 octobre 2009 - 10:37
"Multi-dimensional" might be a better expression than "meaningless". Companions don't all evaluate the player's actions in the same way... but you can write your own one-dimensional good/evil if you like.





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