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Challenge: Edict problems
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Tropi'je Offline
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Posts: 1,807
Joined: Nov 2009
Post: #1
Challenge: Edict problems
im confused on how to get it working.. i've tried all sorts of combos in the edict tab, but i can't seem to get the right one.


On loading the start of challenge, I want Prohibtion active, YET i wan't it disabled so the player can't turn it off till they do a quest later.

SO far i've been able to do one or the other, not both.. any thoughts?



another issue ive run into.. giving blueprints..and turning it off.

a previous sequenc fires, it creates a button, for a main quest, one you can get earlier if you do a side quest.. (sorta a bonus quest)all works till this point.. the next part is where i start to have problems.

New sequence,

New progress task, Build distillary (task with progress)
wait task completion (drinks)
If task drinks is accepted then
give blueprints rum distillery
deactivate edict prohibition
remove button (drinks)
end (for some reason only the part to remove the button works in this statement)

If task drinks is done done then
start sqeunce 'pub-boost'
end



I tired moving the wait task completion around a bit but still couldnt get it working.. any idea what im doing wrong? Basically, what im trying to do.. If you take the task, get free blueprints, and turn off the edict thats running, Prohibtion,, which for right now you can manually turn off as i havent figured out how to lock it on,, if possible.
(This post was last modified: 09-10-2011 12:28 AM by Tropi'je.)
08-10-2011 08:59 PM
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Lyubo_Haemimont Offline
Haemimont Games
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Posts: 216
Joined: Feb 2009
Post: #2
RE: Challenge: Edict problems
(08-10-2011 08:59 PM)Tropije Wrote:  New progress task, Build distillary (task with progress)
wait task completion (drinks)
If task drinks is accepted then
give blueprints rum distillery
deactivate edict prohibition
remove button (drinks)
end (for some reason only the part to remove the button works in this statement)

If task drinks is done done then
start sqeunce 'pub-boost'
end

I think I can see your problem. After the new task is added, you don't want to immediately test for its completion but wait for it to be accepted first. At the moment the check is done once and since the player can not accept the task in that fast, the if task drinks is accepted is skipped and the sequence continues. You can either use a wait task accepted, or do a repeat loop which breaks when the task is accepted and the resulting events are triggered.
Also I don't see you using a button for the task. This means that it should be auto-accept which renders the if-then statement useless.
(This post was last modified: 10-10-2011 01:19 PM by Lyubo_Haemimont.)
10-10-2011 01:18 PM
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Tropi'je Offline
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Posts: 1,807
Joined: Nov 2009
Post: #3
RE: Challenge: Edict problems
Thanks a ton.. Now i get it. Everything is working as should... and this is gonna help get 5 other quests finished.. progress!
11-10-2011 12:54 AM
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