Sacrond on 14/11/2013 at 22:06
Hello to everybody, I need help in Dromed 2 brothers
1 how to make the game to create and activate a new objective, or disable the existing objective after
a) reading a scroll
b) picking some item
c) going to some room
d) pressing a button
?
2 how to make objective complete message to display only once
a) when you kidnapping someone
b) when you going to some rome
?
3 How make a room, which trigs room player, but only after completing an objective or pressing a button and not the first time I enter it?
I will be very thankful for any help
Xorak on 14/11/2013 at 23:06
1. I usually use a custom stim/receptron setup on the object or room in question, so that when the player touches the object or enters the room, it causes a switch to turn-on, which in turn activates the QuestVar. It's not the most elegant, but it works in basically every situation you need.
2. I use the same setup, except the switch is wired through a marker before the QuestVar, and use a destroyTrap to destroy the marker, so that the QuestVar only triggers once.
3. Attach the room through a RequireAllTrap, linked to both the roombrush and the button.
Sacrond on 15/11/2013 at 02:22
Thank you all, I've found the solutions for the most questions.
1 a) create scroll, add metaproperty poster scroll, add scripts "StdButton", connect it to questvartrap, add to qvar trap->qvar =1:goal_visible_x , where x is goal number.
b) create invisible objective to steal an item, create questvartrigger and add =1:goal_state_x, make CD link from trigger to questvartrap with its desired properties.
c) create brush room with its original name, for example triggerroom, add script TrigRoomPlayer, CD link from the room to questvartrap with its desired properties.
d) CD link from switch to qvar trap.
2 you just have to - quest_create_mis goal_irreversible_x, y
where x is goal number and y is an object you steal or kidnap and - goal_final_x, y to make the objective final,
but it still doesn't work good. If you have a kidnap objective and make it goal_irreversible, when you once pick up the body, objective is complete forever, and then you can just drop it and go to ending location and win. And if you don't use goal_irreversible, any time you drop and pick up the body again, you see that message "objective complete". I think I just need to find the way to make this message to display only once, but not adding goal_irreversible params to that goal, because I need the presence of body be controlled at any time.
I've invented only one way to create kidnap objective. I must create one more invisible objective to steal the body and the other invisible objective to go to a location, create 2 questvartriggers and connect them to requirealltrap, connect it to questvartrap wich will make kidnap objective completed, when those 2 invisible objectives will be completed and no messages will be displayed any time i drop down and pick up the body. Btw I think there is an easier solution.
Sacrond on 15/11/2013 at 02:47
I have one more question brothers, is it possible to create a button, which adds metaproperty to a servant?
Xorak on 15/11/2013 at 03:44
Yes, the button needs to trigger a conversation, and through that you can add/remove a metaproperty to something.
The Watcher on 15/11/2013 at 15:47
Or, even easier, just use NVMetaTrap to add (and potentially remove) the metaprop.
Sacrond on 15/11/2013 at 19:15
Thank you!
Ricebug on 16/11/2013 at 00:47
Hopefully, you've installed your T2 setup via TafferPatcher. It will install a Tools folder. Go there and install the Thief Objective Wizard. This will save you a lot of typing.
john9818a on 16/11/2013 at 04:47
Quote Posted by Xorak
2. I use the same setup, except the switch is wired through a marker before the QuestVar, and use a destroyTrap to destroy the marker, so that the QuestVar only triggers once.
I would use a
RelayTrap instead of a marker and set the
Script Trap Control Flags to
Once so that it triggers the QuestVarTrap only once. :)