I have a couple questions on dealing with Codex entries. I looked through the wiki and single player campaign and am having trouble finding information.
I have 2 codex entry plots set up (as quest-related). I want the player to get one when looting the body of a boss after it was killed, and the second when opening a chest.
1. Do I attach the first one to the creature script and what event do I look for to change the plot flag?
2. Do I attach the second one to a placeable script and what event do I look for to change the plot flag?
I know this is in the campaign, and I found a bookshelf that gives a placeable, but I am having a hard time finding how it was done.
Thanks!
Codex entry questions
Débuté par
PavelNovotny
, mars 04 2010 03:53
#1
Posté 04 mars 2010 - 03:53
#2
Posté 04 mars 2010 - 04:03
Take your best guess, try and see what happens. That's how issues like this are solved.PavelNovotny wrote...
1. Do I attach the first one to the creature script and what event do I look for to change the plot flag?
2. Do I attach the second one to a placeable script and what event do I look for to change the plot flag?
Events are listed here:
social.bioware.com/wiki/datoolset/index.php/Category:Event_types
You can also write events in the log with:
PrintToLog("Creature Script: Event Fired = "+ToString(nEventType));
This will help to find out what events are sent to the script.
Modifié par BioSpirit, 04 mars 2010 - 04:17 .
#3
Posté 04 mars 2010 - 04:38
PavelNovotny wrote...
1. Do I attach the first one to the creature script and what event do I look for to change the plot flag?
If you're looting it, isn't it a bodybag placeable already ? If so, you're looking for EVENT_TYPE_USE on that placeable. The same goes for your chest.
Otherwise, if your boss body is still a neutral creature playing possum, I guess I'd go for EVENT_TYPE_DIALOGUE. Not sure about that once, tho.
Modifié par Phaenan, 04 mars 2010 - 04:38 .
#4
Posté 04 mars 2010 - 05:40
I was wondering how I set it up so that you only find the codex entry on looting the creature after he's dead. Bodybag sounds like it would make sense, but how do I use bodybags?
#5
Posté 04 mars 2010 - 05:55
Not sure myself.
From what I recall the bodybag is spawned upon the creature ondeath event. Where it's defined, I don't know. Probably in the appearance sheet (APR_base) but I only glanced through it for other purposes a few times and I can't remember. (and I don't have the toolset at hand right now)
Anyway, if that's the case you'll want a specific appearance entry for your boss so it can have an unique bodybag placeable using your new placeable core, because using a generic bodybag would force you to override the default placeable_core.
From what I recall the bodybag is spawned upon the creature ondeath event. Where it's defined, I don't know. Probably in the appearance sheet (APR_base) but I only glanced through it for other purposes a few times and I can't remember. (and I don't have the toolset at hand right now)
Anyway, if that's the case you'll want a specific appearance entry for your boss so it can have an unique bodybag placeable using your new placeable core, because using a generic bodybag would force you to override the default placeable_core.
#6
Posté 04 mars 2010 - 10:40
The bodybag method looks complex. I think I'll try adding a note item to the monster's inventory, make it droppable but not lootable, and generate the codex plot flag when the PC adds the item to his or her inventory.
Then I'll destroy the item so the PC isn't carrying around a bunch of junk but still has the codex entry.
Thanks for the suggestions Phaenan!
Then I'll destroy the item so the PC isn't carrying around a bunch of junk but still has the codex entry.
Thanks for the suggestions Phaenan!
#7
Posté 05 mars 2010 - 12:19
Haha, yeah, that'd work just fine as well. Don't mind me, I have a gift to find the most needlessly complicated solutions.
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