Difference between revisions of "Advanced Quest Tutorial"

1,200 bytes added ,  22:23, 29 July 2006
imported>ShadowDancer
(Updating info about '''Quest Targets''')
imported>ShadowDancer
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My quest starts out with the player not knowing anything about the key that was found.  Since the player doesn't have a clue about the key, there was no target set up for stage 10 on the ''Quest Target'' tab.  Now that the player can get a direction to travel from the NPC, its time to set up a ''Quest Target'' so that the player knows where to head in order to continue on the quest.
My quest starts out with the player not knowing anything about the key that was found.  Since the player doesn't have a clue about the key, there was no target set up for stage 10 on the ''Quest Target'' tab.  Now that the player can get a direction to travel from the NPC, its time to set up a ''Quest Target'' so that the player knows where to head in order to continue on the quest.


For this part of the quest I chose to create a new ''DeadSkeleton'' the same way that I created a new key.  I decided to drop the skeleton behind a rock at the end of the road by ''DragonClawRockExterior'' since it is the only major road heading towards Skyrim (like the player is told by the NPC).  When you initially place the skeleton, it is upright even though the skeleton is dead.  Running the ''Havok Sim'' for a couple of seconds takes care of this nicely by letting the skeleton fall down.  Any adjustments can be made at this point if the skeleton parts do something you don't want like sliding down the terrain and into the open.  I also placed an ''XMarkerHeading'' at the end of the road where it disappears into the terrain.  Make sure to click the ''Save'' button so that the ''XMarkerHeading'' is a valid object to pick in a moment.  Once the skeleton and XMarkerHeading are placed, its time to go to the ''Quest Target'' tab of your quest.
For this part of the quest I chose to create a new ''DeadSkeleton'' the same way that I created a new key.  I decided to drop the skeleton behind a rock at the end of the road by ''DragonClawRockExterior'' since it is the only major road heading towards Skyrim (like the player is told by the NPC).  When you initially place the skeleton, it is upright even though the skeleton is dead.  Running the ''Havok Sim'' for a couple of seconds takes care of this nicely by letting the skeleton fall down.  Any adjustments can be made at this point if the skeleton parts do something you don't want like sliding down the terrain and into the open.  I also duplicated the ''XMarkerHeading'' the same way I duplicated the key earlier and placed the ''SCFasrielMarkerHeading'' at the end of the road where it disappears into the terrain.  Make sure to click the ''Save'' button so that the ''SCFasrielMarkerHeading'' is a valid object to pick in a moment.  Once the skeleton and SCFasrielMarkerHeading are placed, its time to go to the ''Quest Target'' tab of your quest.


I am going to use the ''XMarkerHeading'' as the quest target.  Clicking on the ''Cell'' drop down, I select ''Wilderness (11,41)'' and then in the ''Ref'' drop down I select the ''XMarkerHeading''.  Now its time to add a condition so that this target only shows up when the player is in stage 20 of the quest.  For this to occur I added the condition:
Since I am going to use the ''SCFasrielMarkerHeading'' as the quest target, the easiest way to select it is to click the ''Select in Render Window'' button and then double-click on the ''SCFasrielMarkerHeading''.  Now its time to add some conditions so that this target only shows up when the quest is in stage 20 and the Player is at a distance greater than 150.  For this to occur I added the conditions:
{|border="1" cellpadding="5" cellspacing="0"
{|border="1" cellpadding="5" cellspacing="0"
|-
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|GetStage
|GetStage
|Quest: 'ShadowMages'
|Quest: 'ShadowMages'
|==
|20
|AND
|-
|no
|GetDistance
|Reference: 'SCFasrielMarkerHeading'
|==
|==
|20
|20
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|-
|-
|}
|}
'''Note:'''
*As stated above, the Player is considered to be the Actor for conditions on the ''Quest Targets'' tab.
==Expanding the Quest==
Now it is time to add another NPC, some creatures, and some more scripting to the quest.  I decided that this would make a good location for a small battle with some undead creatures.  First I duplicated Hannibal Traven the same way that I duplicated the other NPC to create a ghost of Fasriel.  Since I don't want anything to happen before the Player shows up, I also check the ''Initially Disabled'' checkbox and place the ghost in front of the stone that his body is hidden behind.  Then I duplicated the ''LL1UndeadLvl100'' LeveledCreature list by changing the ''ID'' to ''SC1UndeadLvl100'' and removed the skeletons and zombies.  I placed one of these to each side of Fasriel's ghost.  With Fasriel's ghost and the LeveledCreature markers placed, its time to move on to the scripting part of this expansion of the quest.


                               (*to be continued*)
                               (*to be continued*)
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