Custom created quests.
#1
Posté 30 novembre 2009 - 04:59
Also how do we award players with EXP and make them level up?
The most holding factor for me from creating something worth spending time on is this bit. I want actually to create a campaign with real PROGRESS. Thats the driving force of the game. Whatever else we create so far is only fun for a short time. Is there a tutorial that shows how to create a custom quest from the point you create it, until the point players are getting rewarded with EXP and how it affects their stats.
In other words I am looking for the way to reproduce the leveling portion of single campaign. Any tutorials on that?
#2
Posté 18 mai 2010 - 12:01
Ginggis Khan wrote...
Based on tutorials and demo I see how we can create "tasks" through plots. How do we reward though? Plot has a section to include reward items. What is the connection between that secion and UT_AddItemToInventory?
Also how do we award players with EXP and make them level up?
The most holding factor for me from creating something worth spending time on is this bit. I want actually to create a campaign with real PROGRESS. Thats the driving force of the game. Whatever else we create so far is only fun for a short time. Is there a tutorial that shows how to create a custom quest from the point you create it, until the point players are getting rewarded with EXP and how it affects their stats.
In other words I am looking for the way to reproduce the leveling portion of single campaign. Any tutorials on that?
I would recommend goin to www.silentcid.com/main/ he has some excellent tut videos there. In them you find some really usefull info.... (At least i did)
In those vids it tells you how to make your own "rewards.2da" for adding custom rewards into your module.
Hope this helps some.
#3
Posté 18 mai 2010 - 01:55





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