![]() |
Re: DC Tutorial: How to create a combat event
-Really- sorry about bugging you. But if I don't know this, I won't be able to make my design.... :/
|
Re: DC Tutorial: How to create a combat event
No problems, FD. :D
You would want the chain trigger to fire on "event doesn't happen". I'm concerned about one thing - if the event is set only happen once, I'm like 90% positive that if it doesn't fire, b/c you don't have the quest, that it will fire in the future when you do have the quest. :D You might want to check this section to see if it works right. |
Re: DC Tutorial: How to create a combat event
I did some precursory testing last night and the quest chain (the events related to the particular quest) only completely fired on Cheain Trigger: Always. I tried both "event does happen" and "event does not happen", when I did set the events to fire under both triggers, the first event fired, but that was all. Is that normal, or did I do something wrong? I have to do -lots- more testing though.... I didn't have time last night.
|
Re: DC Tutorial: How to create a combat event
Jees, my icon looks freaky now....
|
Re: DC Tutorial: How to create a combat event
To know what's going on, we'll need to know the exact chain with event triggers and chain triggers for each event. We'll also need to know the quest status for each quest at the time of testing.
|
Re: DC Tutorial: How to create a combat event
What do you mean exact chain? the events that are in the chain?
|
Re: DC Tutorial: How to create a combat event
By exact I mean we can't talk about hypotheticals to solve your issue, we have to know exactly what your chain is. :)
|
Re: DC Tutorial: How to create a combat event
Okay, stand back, guys, this's gonna be long. Wait, lemme condense it.
Text Statment =Quest (#3) in progress, Always, Once only <-LONG- series of text events, same as above....> >Combat =Quest (#3) in progress, Always, Once only +nother long series of text events, same as above....+ >Camp =Quest (#3) in progress, Always, Once only >Pass Time =Quest (#3) in progress, Always, Once only >2 moreText Statments =Quest (#3) in progress, Always, Once only >Quest Stage =Always, Always, Once only| Quest #3, Automatic, Quest is Complete upon Accept >Guided Tour =Always, Always, Once only >Quest Stage =Always, Always, Once only| Quest #4, Automatic >Text Stament (original statement, basically "hi" =Always, If Event Doesn't happen, Once only >Text Stament (original statement, basically -useless conversation- =Always, If Event Doesn't happen, Once only >Text Stament (original statement, basically -useless conversation- =Always, If Event Doesn't happen Is this right? I haven't laid in the nightime event though.... |
Re: DC Tutorial: How to create a combat event
Right after you implement Quest #4, the text events should chain always.
|
Re: DC Tutorial: How to create a combat event
It is, I did do it right then?
Sorry for the lack of posts lately, my wife's on my back to finish some projects for her.... |
All times are GMT -4. The time now is 09:13 PM. |
Powered by vBulletin® Version 3.8.3
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
©2024 Ironworks Gaming & ©2024 The Great Escape Studios TM - All Rights Reserved