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#11 |
Dungeon Master
![]() Join Date: June 11, 2009
Location: Europe
Posts: 75
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I've just played around a bit with quests and chain events and for me it worked, even if the event chain starts with a Chain event - although I admit it was just one Chain event, not two or three in a row.
Every time something wasn't functioning the way I intended it to, the cause was always that I didn't set the events up properly, e.g. I often forgot to select for which quest the condition should apply. Which doesn't mean the same is true in your case, maybe there IS a bug I wasn't able to reproduce yet. But is there a reason in your case why you'd want to bother with Chain events at all? Couldn't you just do it like that (using simple even conditions): Transfer Module (if Quest is complete) Normal Chain: Transfer Module (if Quest is in progress) Normal Chain: Guard Talk Statement - Take one step back? Using Chain events only makes sense if you've got more than one condition that's required to be met (like Quest is complete AND party is facing west). |
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#12 |
Dungeon Master
![]() Join Date: June 11, 2009
Location: Europe
Posts: 75
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Ok, I did some more testing with a chain of two Chain events and I was able to reproduce the bug. But: I think I've also found out what's the problem.
![]() Apparently it's got nothing to do with the position of the Chain event (it's okay to begin a chain with a Chain event), but DC seems to automatically transfer the event conditions you set for one Chain event to the next event in line, which is probably the cause your chain was broken. Check all the conditions on every single event and correct them if they don't make sense, that should do the trick. I'm not sure if it's a bug or a design choice but I think it's safer to insure "Always" is the default event condition for each and every event, regardless of its predecessors. Edit: To make things a little clearer, what's causing problems here is not the event condition per se but the second part of it. If you've got a Chain event that fires when Quest 1 is completed, the chained event will have the same condition "If quest is completed" (and that's ok, even though it's quite futile) but the quest will not be selected (no quest, instead of Quest 1). Therefor the conditions ("If quest is completed" - no quest) will not be met. Last edited by olivier_leroux; 07-23-2009 at 12:41 PM. |
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#13 |
Jack Burton
![]() Join Date: July 13, 2001
Location: Stumptown
Age: 53
Posts: 5,444
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Hey, look at that! Chain starting a chain works for me.
![]() I think that JonnieR may be using Chain because it is easier to keep track visually of what is going on in the event chain. While JonnieR's and my attempts may contradict, I assure that mine worked. ![]() Starting positions 0,0 facing East chain #1 at 1,0 -Text Statement --chain (if facing West) ---normal chain = Text Statement ---chained event = Text statement chain #2 at 3,0 -Text Statement --chain (if facing East) ---normal chain = Text Statement ---chained event = Text statement chain #3 at 5,0 -chain (if facing West) --normal chain = Text Statement --chained event = Text statement chain #4 at 7,0 -chain (if facing East) --normal chain = Text Statement --chained event = Text statement In each of the cases, the Text Statement in each of the chans states what it is, i.e. "This is the normal chain." and "This is the chained event." Simply start at the starting point and head East. ![]() |
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#14 |
Symbol of Cyric
![]() Join Date: March 20, 2006
Location: Europe
Posts: 1,171
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Thanks Olivier! Maybe the problem you explained concerning quests is one of those which I met when I experimented with chains. However, I couldn't figure out what happened back then...
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http://dhost.info/dinonykos/ |
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#15 |
Dungeon Master
![]() Join Date: January 6, 2008
Posts: 82
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Thanks to Manikus and Oliver, I will try to implement your examples and recommendations this evenin
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#16 |
Dungeon Master
![]() Join Date: January 6, 2008
Posts: 82
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Is this a great forum or what? The response from our dedicated group is great!!!
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#17 |
Drow Warrior
![]() Join Date: July 8, 2003
Location: Madison, Wisconsin
Age: 85
Posts: 296
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Is there some prose we can add to the
Chain Event Dialog that will make things more nearly clear? |
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#18 |
Dungeon Master
![]() Join Date: January 6, 2008
Posts: 82
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Okay, I may testing this differently than Manikus. I start with a chain event and it works, yea! The chained event fires everytime I am facing a certain direction (north) the square with the event, yea. However, I cannot get the normal chain to fire. I expect the normal chain to fire whenever I enter the event square from any other direction other than North. Is this correct?
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#19 | |
Jack Burton
![]() Join Date: July 13, 2001
Location: Stumptown
Age: 53
Posts: 5,444
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#20 | |
Dungeon Master
![]() Join Date: June 11, 2009
Location: Europe
Posts: 75
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New events in the chain will adopt the event conditions you set last if you don't change them. So, instead of adding extra instructions, I'd recommend to tune DC so that it always sets the event conditions back to default ("Always") for every new event. |
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