Modifié par turan2ula2, 20 février 2013 - 06:22 .
how to make quest kill 10 goblins?
#1
Posté 20 février 2013 - 06:13
#2
Posté 20 février 2013 - 06:43
#3
Posté 20 février 2013 - 07:15
#4
Posté 20 février 2013 - 07:30
I can give you a fish, or I can point you to the guide on how to fish. Here is the guide.turan2ula2 wrote...
how do i link the giblins to the quest and have it count down you killed 1 you killed 2 and so on i dont get how to do this
http://nwvault.ign.c...s.Detail&id=124
#5
Guest_Iveforgotmypassword_*
Posté 20 février 2013 - 07:54
Guest_Iveforgotmypassword_*
#6
Guest_Iveforgotmypassword_*
Posté 20 février 2013 - 08:05
Guest_Iveforgotmypassword_*
Sorry I don't know how to link things, but I can count goblns now !!
#7
Posté 20 février 2013 - 08:21
Iveforgotmypassword wrote...
Give them a hat or have hands to be collected then use the condition of check item to count if the number of hats >9 in the quest givers conversation.
^this is a pretty good way
it doesnt require too much scripting
and, it is gross - carrying around goblin hands (bloody sack)
#8
Posté 20 février 2013 - 10:00
Iveforgotmypassword wrote...
If you head over to the scripting forums and go to page 9 and look for a post called "Simple script, what have i done wrong" by me, it tells you all about the script necessary and there's one that will count the goblins too..
fixed.
#9
Posté 20 février 2013 - 10:03
At the start of Shaar Moan I gave the option of attacking a group of three rogues. Their shared OnDeath script fires a conversation when all three have bitten the dust, although it could just as easily update a journal entry instead.
See also this thread.
#10
Posté 22 février 2013 - 02:32
#11
Posté 22 février 2013 - 04:08
When the quest giver gives you the quest and you update your Journal you can Add an Action in the Conversation to set a local variable on your PC that will track the kills. Then, with a custom OnDeath script, you can increment the count for every kill. When the amount is reached, you update the Journal.
I would think making custom teeth/whatnot would actually be harder than the scripted method.
#12
Posté 22 février 2013 - 04:08
DannJ wrote...
If you wanted to get really complex (which you probably don't), then the ginc_group include file contains some useful functions for checking whether an entire group or faction is dead. The advantage of putting creatures into named groups, or giving them custom factions, is that you can vary the number of encounter creatures spawned depending on the average level of the party. A level 1 party might get 10 to kill, whereas a level 5 party might have 20 creatures spawned for them, so the journal entry could simply say 'Kill all of the [creature type]s'. The final script event fires when the entire group/faction is dead (regardless of how many of them there were), so there's no need to keep track of the actual number killed via a variable.
At the start of Shaar Moan I gave the option of attacking a group of three rogues. Their shared OnDeath script fires a conversation when all three have bitten the dust, although it could just as easily update a journal entry instead.
See also this thread.
I was looking at that Group stuff today and wasn't quite sure how it worked. Thanks for the link DannJ!
#13
Posté 22 février 2013 - 04:36
I used those functions extensively in 'Isle of Shrines' for groups of neutral creatures who would all become hostile if you attacked any one group member. Each individual spawned encounter was put into its own group. That way, if you attacked a member of one group, only their immediate group members became hostile. Other creatures in the same area who weren't within sight or hearing range remained neutral.
#14
Posté 22 février 2013 - 02:40
DannJ wrote...
Once you become familiar with the group and faction functions in ginc_group, you'll wonder how you ever did without them. No more incrementing variables, or building your own complex loops to cycle through creatures.
I used those functions extensively in 'Isle of Shrines' for groups of neutral creatures who would all become hostile if you attacked any one group member. Each individual spawned encounter was put into its own group. That way, if you attacked a member of one group, only their immediate group members became hostile. Other creatures in the same area who weren't within sight or hearing range remained neutral.
That sounds very useful.
I'm going to download your Isle of Shrines then and have a look! Thanks!





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