DOWNLOAD MODS
Are you looking for something shiny for your load order? We have many exclusive mods and resources you won't find anywhere else. Start your search now...
-
Posts
12 -
Joined
-
Last visited
Content Type
Profiles
Forums
Downloads
Tutorials
Gallery
Store
Events
Posts posted by Epic
-
-
when doing the XMarker thing i set the XMarker's reference target to the door and the AI Package reference to the XMarker but all they do is run at the door they don't go through it. do i have to place the marker INSIDE the dungeon itsself?
-
You just drop and XMarker (found under statics) in the place you want them to travel to. Then in your travel pack you choose the location as the cell where you placed the marker and the marker as the reference. When that travel pack is run, they will travel to that marker, they will automatically go through any doors between them and their destination. You can use conditions like quest stages to determine when they should go there.
will they still auromatically use the door if it's a teleport door?
-
so how do i actuall tell them where i want them to go and when to use a door or something like that with travel package?
-
could someone please make a post explaining how to use travel AI packages? i read the pinned topic on it but that didn't really go into detail on the matter. After i know how to use these then i should be able to finish up my quest
-
You do not want to put conditions like that on the quest stage tab if that's what you mean (that's how it sounds ) Instead, add that condition to the lines of dialogue the commander will speak.
oh yea oops forgot to mention i have all that in the topics tab not the queststage
-
now for the second stage of the quest. I set it using the GetIsID condition and set target to my scourge commander. then i gave him a new greeting, the option to choose "orders" in the list of dialogue and under orders i set the Choices to Yes and the commander gives a little preparation speech (and also has a result script of Setstage aaaEstablishingPresence 5), and No which simply has him say, we will wait for your command.
is that alright?
-
Nope, you don't need that, that condition is for your NPCs so they won't move until the player enters the same cell.
When you say "On Exit the Sewers" Do you mean the char gen level at the beginning of the game? If so, what if the person playing your quest is not starting a new character so they are not leaving the sewers?
well this was mostly just gonna be a small project for myself when i make my new deathknight character but if it turns into a really epic quest line i'll change some stuff to meet those requirements
-
so did i do this first part of the quest right? it's the part that gives me the quest update when i exit the sewers, i used the condition GetInSameCell and i used the sewer gate placed there as a reference
-
DarkRider, what was that condition you told me about? it had something to do with the character needing to be in a certain cell like GetPCLocation or somethin like that? i'm not good at remember small things like that
-
oooh i jsut thought of something really good for this. i'll have some skeletal archers positioned on the walls of the fort exterior that have no package so that they stay there and keep an eye out for enemies
-
Hey guys i've been to the cs wiki and i was... less than satisfied with their definition of tutorial. They tried to cram like 50 things up in my head and 20 more things up my mouth when no more stuff would fit and it was just too confusing and i got lost really easily. so i was wondering if someone could give me a simplistic rundown of quest scripts and some suggestions on how i should go about making this quest which i will describe in the next paragraph.
Ok just 2 days ago i thought of making a Deathknight/Lich King character to work with and basically they are plate wearing, Enchanted blade wielding masters of the undead who can summon lesser undead minions (skeletons, zombies, ghosts and the like) and use spells to damage and absorb health. Just today however i thought of making a quest related to the deathknight class that plays out a bit like this.
1) exit sewers, get quest update saying "I have ordere a small army of undead to Fort Nikle where we will annihilate any resistance and establish a base of operations. I should head there as soon as I am ready."
2) You arrive at Fort Nikle and give you 1st Lieutenant, a necromancer, the order to send the army in to battle (I have turned the fort into an Imperial Legion stronghold to make the battle more fun)
3) After wiping out all resistance in the base the undead start taking up some strategic positions to prepare for the enemy's counter attack. You get the quest update "Our assault was successful but I fear the Imperials will soon counter attack. I most likely have about 5 minutes before they arrive"
4) After 5 minutes an assault by about 10 imperial legion soldiers lead by an imperial officer (a new type of enemy i will make)on the fort begins.
5) When victorious you get the quest update of "We are victorious. I will have my minions begin re furnishing this fort and it should be complete by the end of the week"
6) Wait one week and then the fort will be complete with appropriate furnishings. Get quest update "Fort Nikle has been re furnished and I should stop by and check in on it soon." End of quest
How do i go about making quest scripts
in Questbuilding & Dialogue
Posted
well got the marker set and the package is working fine now, but i can't figure out how i make it so i get the next quest stage when all the enemies are dead