s3th Posted December 29, 2010 Share Posted December 29, 2010 I succefully installed the quest editor but it dont works….I created the quest and when I try to talk with the npc it doesn't happen anything :cry:P.S. if i close and re opren my server the quest i saved it dissapears...anyone know why? Link to comment Share on other sites More sharing options...
Guest Posted December 29, 2010 Share Posted December 29, 2010 Well if you're using the new EO then the part about not being able to talk to NPC is (probably) neither your fault or the code's, its because theres a bug in the engine (happens to me aswell). Dunno about the saving issue though. Link to comment Share on other sites More sharing options...
s3th Posted December 29, 2010 Share Posted December 29, 2010 any ideea to fix that bug? Link to comment Share on other sites More sharing options...
Aydan Posted December 29, 2010 Share Posted December 29, 2010 Have a look in the canattacknpc code somewhere and compare it to the older EO. I'm sure there was some code which checks what type the npc is and what action to follow. Link to comment Share on other sites More sharing options...
Robin Posted December 29, 2010 Share Posted December 29, 2010 @Sekaru:> its because theres a bug in the enginelolwut. My engine isn't bugged just because you can't installed outdated tutorials on it. Link to comment Share on other sites More sharing options...
Murdoc Posted December 29, 2010 Share Posted December 29, 2010 It's not advisable to install outdated add-ons to the new version. Unless, you know what you're doing in VB 6 and you're able to properly convert. Link to comment Share on other sites More sharing options...
godsih Posted December 30, 2010 Share Posted December 30, 2010 PLZ MAKE ONE TUTORIAL FOR EO 1.2. Link to comment Share on other sites More sharing options...
erkro1 Posted January 6, 2011 Share Posted January 6, 2011 @godsih:> PLZ MAKE ONE TUTORIAL FOR EO 1.2.Yeah, would be very usefull Link to comment Share on other sites More sharing options...
thezeus Posted January 29, 2011 Share Posted January 29, 2011 No need for 1.2 when 1.3.1 is out.. *wink wink* Link to comment Share on other sites More sharing options...
Guest Posted January 29, 2011 Share Posted January 29, 2011 @thezeus:> No need for 1.2 when 1.3.1 is out.. *wink wink*Check the dates >_>. Link to comment Share on other sites More sharing options...
Ruins of Hell Posted January 29, 2011 Share Posted January 29, 2011 @Sekaru:> Check the dates >_>.He was trying to imply that the author should rewrite it for 1.3.1. Link to comment Share on other sites More sharing options...
leopoldobb Posted January 31, 2011 Share Posted January 31, 2011 In my "cmbBehaviour" doesn't show "Quest" option to select,Somebody can help?Thanks Link to comment Share on other sites More sharing options...
Guest Posted January 31, 2011 Share Posted January 31, 2011 Click cmb behaviour, in the little box scroll down to list and click the dropdown arrows and add Quest to the list. Link to comment Share on other sites More sharing options...
leopoldobb Posted January 31, 2011 Share Posted January 31, 2011 Thanks, work!but… I have other problem, the script doesn't work, when I hit a QuestNPC, he kill me.and the script off quest doesn't work.I have some idea about this, I don't create nothing on Quest past on Server folder, what I have to put there?Thanks. Link to comment Share on other sites More sharing options...
Guest Posted January 31, 2011 Share Posted January 31, 2011 I don't think this has ever worked actually, and it is quite old. Link to comment Share on other sites More sharing options...
leopoldobb Posted January 31, 2011 Share Posted January 31, 2011 I know, but only for test hahaDo you know, what I have to put in Quest folder? and your structure plis,ThanksEdit: I adapted all changes for prevent errors. EO1.0–---EO1.3.0.1 Link to comment Share on other sites More sharing options...
Murdoc Posted January 31, 2011 Share Posted January 31, 2011 @Sekaru:> I don't think this has ever worked actually, and it is quite old.It worked at one point. But the revisions to Origins make the additions buggy. I recommend using the new Quest Source system that someone uploaded just recently. It eliminates the .ini file and you can customize the individual quest to your liking directly in source. Link to comment Share on other sites More sharing options...
leopoldobb Posted January 31, 2011 Share Posted January 31, 2011 Where I can find this source Murdoc? Link to comment Share on other sites More sharing options...
Murdoc Posted January 31, 2011 Share Posted January 31, 2011 @leopoldobb:> Where I can find this source Murdoc?Right here..[http://www.touchofdeathforums.com/smf/index.php/topic,68426.0.html](http://www.touchofdeathforums.com/smf/index.php/topic,68426.0.html):cheesy: Link to comment Share on other sites More sharing options...
leopoldobb Posted January 31, 2011 Share Posted January 31, 2011 Thanks, great source!I'll adapt to visual quest system. Thanks again. :) Link to comment Share on other sites More sharing options...
Rob Janes Posted January 31, 2011 Share Posted January 31, 2011 You can make this work with some Tender Love and Care however, it's very limited. The .ini type has it's advantages, as you can edit the quests in a text editor, but that's really the only up-side to it. It's a bit slower than other methods. Though the GetVar and ReadVar APIs are very commonly used in VB6 development, so kudos on that.A quest system in theory is easy, it took about 2 hours to get on implimented in EO 1.3.1. Create a Quest Type on your Server, ie QuestRec, giving it variables like Name, Level, strStart, strInProgress, strComplete, Experience, Gold etc. Then, define 'Public Quests(1 to MAX_QUESTS) as QuestRec. Add Quests into your PlayerRec. Give NPCs as Integer in NpcRec that stores their quest ID. Make subs to load/save quests, then when it does the Search for Target, if the NPC has a Quest ID > 0, send the data to the client with that quest. Obviously there's a lot more to it, as you need to update your questlog for every kill, you need to add lots of checks to see if a player has already completed a quest etc, but this is the premise behind how my system works.Good luck all! Link to comment Share on other sites More sharing options...
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