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Author Topic: [Video Tutorial] Making Dialog And Quests  (Read 3939 times)

Javokis

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[Video Tutorial] Making Dialog And Quests
« on: 2010-03-12, 16:44:20 »

This four part video tutorial explains the two custom codex linker scripts I made available in the Open Nod Development section (The NodSDKTutorial workspace download).

<a href="http://www.youtube.com/watch?v=TPqWKHFU-M4" target="_blank">http://www.youtube.com/watch?v=TPqWKHFU-M4</a>

<a href="http://www.youtube.com/watch?v=EjbVoVHLo28" target="_blank">http://www.youtube.com/watch?v=EjbVoVHLo28</a>

<a href="http://www.youtube.com/watch?v=gdNQo7JtGMs" target="_blank">http://www.youtube.com/watch?v=gdNQo7JtGMs</a>

<a href="http://www.youtube.com/watch?v=_1K4hbMfI3s" target="_blank">http://www.youtube.com/watch?v=_1K4hbMfI3s</a>
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Barnabas

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Re: [Video Tutorial] Making Dialog And Quests
« Reply #1 on: 2010-03-13, 01:48:14 »

Great work again  ;D Thanks alot for the whole work you are doing. Hope to see more Tutorials for quests in the future, especially how a quest has to be created, that contains to kill somebody, or something.

Your whole work motivated me again to continue mapping.
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Sorry for my bad english ...

Barnabas

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Re: [Video Tutorial] Making Dialog And Quests
« Reply #2 on: 2011-02-24, 12:10:00 »

Ok, I created a conversation with the help of your (great) Tutorial, but I have a question: I don´t want to create a quest during that conversation, but want to open a shop, when a special line is activated - how am I able to do that?
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Javokis

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Re: [Video Tutorial] Making Dialog And Quests
« Reply #3 on: 2011-03-02, 22:26:05 »

For that, I would take an example from an existing single player script like TEN1_Bartender.java located in *VTMR*/Codex/SP if installed the SDK. That script should be quite simple as an example of a conversation leading to barter.


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GreenDragon

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Re: [Video Tutorial] Making Dialog And Quests
« Reply #4 on: 2013-05-09, 01:47:11 »

Where should the .tga file for the quest icon be located?
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Javokis

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Re: [Video Tutorial] Making Dialog And Quests
« Reply #5 on: 2013-05-09, 07:48:42 »

Should be UI>icons
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GreenDragon

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Re: [Video Tutorial] Making Dialog And Quests
« Reply #6 on: 2013-05-11, 03:33:04 »

Quote
Should be UI>icons

In the Vampire main directory or in the project directory?

I have two problems currently. The first one is that during the conversation with Allesandro the camera path for the intro(mymap.ncp) is shown instead of the conversation camera angle(al_conv.ncp). I have no idea why since all seems to be setup right in the Codex linker. The camera path for Josef inside the house is working fine.

The second one is that Josef is still saying the lines for NoQuest even when I have accepted the quest from Allesandro.  I have tried to look through the files for errors, but it's a bit hard to keep track of everything when there are so many kind of files.

Folders in the project directory:

Chronicles
MyMap4.nsc

Code: [Select]
#location    name      nil              nsd    mapinterface maplocator  flags 

location Outside  mymapoutside.nil MyMaps_Outside_Scene_1.nsd null null 0x0060
location Inside mymapinside.nil MyMaps_Inside_Scene_1.nsd null null 0x0060

exit Outside, 1   Inside, 0

metafile mymap4.nmf
flags    0x6


mymap4.nmf

Code: [Select]
NLS mymap4.nls
NVO mymap4.nvo



Conversations
saveworldEnder.nco
Code: [Select]

CONVERSATION: NoQuest 0
EVENT: no_0
LINE: SAVEWORLD_NOQUEST josef

CONVERSATION EndingQuest 0
EVENT: ending_0
LINE: SAVEWORLD_ENDING
ANSWERRETURN: PLAYER_END_ACCEPT_01 1
ANSWERRETURN: PLAYER_END_DECLINE_01 0

CONVERSATION: EndedQuest 0
EVENT: ended_0
LINE: SAVEWORLD_ENDED josef



saveworldGiver.nco
Code: [Select]

CONVERSATION: GiveQuest 0
EVENT: giv_0
LINE: SAVEWORLD_GIVE al
ANSWERRETURN: PLAYER_GIVE_ACCEPT_01 1
ANSWERRETURN: PLAYER_GIVE_DECLINE_01 0

CONVERSATION: AcceptQuest 0
EVENT: acc_0
LINE: SAVEWORLD_ACCEPT al

CONVERSATION: CompleteQuest 0
EVENT: com_0
LINE: SAVEWORLD_COMPLETE al

Levels
mymapinside.~ni
mymapinside.txt
mymapinside.nil
mymapoutside.~ni
mymapoutside.txt
mymapoutside.nil

Paths
al_conv.ncp
josef_conv.ncp
mymap.ncp

Quests
MyMap4_SaveWorld.nqd
Code: [Select]

QUEST 0 0 Q_SAVEWORLD_S Q_SAVEWORLD_L saveworldQuest.tga 10000

Scenes
mymapinside.nsd
mymapoutside.nsd
MyMaps_Inside_Scene_1.nsd
MyMaps_Outside_Scene_1.nsd

Strings
mymap4.nls
Code: [Select]
MyMaps_Outside_Scene_1S Outside the house
MyMaps_Inside_Scene_1S Inside the house

Q_SAVEWORLD_S Save World
Q_SAVEWORLD_L Save the world from evil


mymap4.nvo
Code: [Select]
SAVEWORLD_NOQUEST none Good evening.
SAVEWORLD_ENDING none The world is already saved.
SAVEWORLD_ENDED none I have nothing more to say.

PLAYER_END_ACCEPT_01 none I better go and tell Allesandro.
PLAYER_END_DECLINE_01 none I'm not interested in this anymore.

SAVEWORLD_GIVE none Hey there! Wanna do something fun? We need someone to save the world!
SAVEWORLD_ACCEPT none Hurry up, the world needs to be saved!
SAVEWORLD_COMPLETE none You did a great job saving the world!

PLAYER_GIVE_ACCEPT_01 none Sounds good. I'm in.
PLAYER_GIVE_DECLINE_01 none Nah..not interested.

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Javokis

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Re: [Video Tutorial] Making Dialog And Quests
« Reply #7 on: 2013-05-11, 09:43:27 »

The ui goes into your project. As for the conversation issues, I'm not seeing anything stand out as problem with your scripts. I suspect the issue is with the codex linker. Click on alasandro in embrace and press N. Look for possible "junk" data that might have entered into the templates properties (panel on the left). See if any mention of codexlinker properties relating to wrong camera angles are in there. You might need to make adjustments in the template properties rather than the codex linker.
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GreenDragon

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Re: [Video Tutorial] Making Dialog And Quests
« Reply #8 on: 2013-05-14, 08:21:16 »

I recreated Allesandro and the custom camera paths, and it seems to be working fine now..knock on wood. I also found two typos in saveworldEnder.nco that were messing things up. A colon is missing after Conversation here:

Code: [Select]
CONVERSATION EndingQuest 0
And the "Josef" CastID is missing after this line:

Code: [Select]
LINE: SAVEWORLD_ENDING
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Sketchboy

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Re: [Video Tutorial] Making Dialog And Quests
« Reply #9 on: 2013-08-31, 12:32:37 »

I have two quests in the same map, but now they get all jumbled up, I guess some of thous nice "0" in the .nqd and the .nco files identify the quest number, am I right?

Or is it only possible to have one quest in a map with this script?
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Sketchboy

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Re: [Video Tutorial] Making Dialog And Quests
« Reply #10 on: 2013-09-06, 05:13:48 »

I am sorry to bump this topic

But is it possible to use the script several times in the same map?
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Javokis

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Re: [Video Tutorial] Making Dialog And Quests
« Reply #11 on: 2013-09-06, 10:09:52 »

Of course it is. Each script is an isolated object.
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