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Old 08-26-2002, 10:28 AM   #17
Memnoch
Ironworks Moderator
 

Join Date: February 28, 2001
Location: Boston/Sydney
Posts: 11,771
I guess my henchman script is a bit complex - I have about 5 main conversation nodes, each with about 5-15 subsets, with different local variables set for each one. The henchman is actually rescued by the PC and then offers to join, and has a quest - so I had to script for each eventuality (henchman met but not hired, henchman hired, henchman hired and quest not finished, henchman hired and quest finished, henchman fired, etc etc.). Absolute nightmare if you try and keep it all in your head - once I actually wrote down what I wanted to do, and worked out what local variables had to be set and checked to trigger off various conversation nodes, it got a lot easier. It's still not working perfectly, mind you - but I'm getting there.
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