Hi,
i would like to do such small quest: Hero should take an item from container and equip it.
1/ how to make a script to change the plot flag when the item is equiped
2/ how to insert own item to container inventory
New item and equip script
Débuté par
milank
, déc. 12 2009 01:56
#1
Posté 12 décembre 2009 - 01:56
#2
Posté 12 décembre 2009 - 02:39
Hi milank,
To change plot script try WR_SetPlotFlag(PLT_PGH_DEMO_CLEARTHEHUT, QUEST_ACCEPTED, TRUE);
To take an item from the container and add it to your inventory use UT_AddItemToInventory(R"pgh_demo_hutkey.uti");.
To change plot script try WR_SetPlotFlag(PLT_PGH_DEMO_CLEARTHEHUT, QUEST_ACCEPTED, TRUE);
To take an item from the container and add it to your inventory use UT_AddItemToInventory(R"pgh_demo_hutkey.uti");.
#3
Posté 12 décembre 2009 - 02:59
Thanks
1/ can you write the whole script with all the include, void etc.?
1/ can you write the whole script with all the include, void etc.?
#4
Posté 12 décembre 2009 - 04:23
#include "wrappers_h"
#include "plt_pgh_demo_clearthehut"
//set various flags on accepting the clear my hut quest
void main()
{
WR_SetPlotFlag(PLT_PGH_DEMO_CLAERTHEHUT, QUEST_ACCEPTED, TRUE);
}
I guess plt_pgh_demo_clearthehut is the critical none obvious item in this example. It is basically the name of plot prefixed with "plt_". for example:- #include "plt_myquest".
Regards
Paul
#include "plt_pgh_demo_clearthehut"
//set various flags on accepting the clear my hut quest
void main()
{
WR_SetPlotFlag(PLT_PGH_DEMO_CLAERTHEHUT, QUEST_ACCEPTED, TRUE);
}
I guess plt_pgh_demo_clearthehut is the critical none obvious item in this example. It is basically the name of plot prefixed with "plt_". for example:- #include "plt_myquest".
Regards
Paul
Modifié par Halchek, 12 décembre 2009 - 04:25 .
#5
Posté 13 décembre 2009 - 04:52
ok, this set the plot flag, now how to handle an event
i would like to set the flag true, when specific item is equiped
i would like to set the flag true, when specific item is equiped





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