How do you make a door from being interactive in till a quest has been accepted? I would assume a plot flag and some syntax which I not sure what. Any ideas?
Making a door interactive by plot flag?
Débuté par
SilentCid
, déc. 09 2009 04:34
#1
Posté 09 décembre 2009 - 04:34
#2
Posté 09 décembre 2009 - 05:22
First, make sure the door is non-interactive and has a custom tag.
within the plot script:
case MY_PLOT_QUEST_ACCEPTED:
{
object oDoor = GetObjectByTag("my_door_tag");
SetObjectInteractive(oDoor, TRUE);
}
This only works if the door is in the same area as the quest accepted flag is set however. If it's not, you'll have to set up a script on the area load of the area script.
#include "plt_my_plot"
...
case EVENT_TYPE_AREALOAD_PRELOADEXIT:
{
if (WR_GetPlotFlag(PLT_MY_PLOT, MY_PLOT_QUEST_ACCEPTED))
{
object oDoor = GetObjectByTag("my_door_tag");
SetObjectInteractive(oDoor, TRUE);
}
}
within the plot script:
case MY_PLOT_QUEST_ACCEPTED:
{
object oDoor = GetObjectByTag("my_door_tag");
SetObjectInteractive(oDoor, TRUE);
}
This only works if the door is in the same area as the quest accepted flag is set however. If it's not, you'll have to set up a script on the area load of the area script.
#include "plt_my_plot"
...
case EVENT_TYPE_AREALOAD_PRELOADEXIT:
{
if (WR_GetPlotFlag(PLT_MY_PLOT, MY_PLOT_QUEST_ACCEPTED))
{
object oDoor = GetObjectByTag("my_door_tag");
SetObjectInteractive(oDoor, TRUE);
}
}
Modifié par DavidSims, 09 décembre 2009 - 05:28 .





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