Curious Artila philstrek Posted May 4, 2004 Share Posted May 4, 2004 I've initialized a number of quests in the LOAD_SCEN_STATE of my scenerio text and set them in numerous town talk scripts. Everything seems to work fine when running the scripts in the game, but when I go to the game's info screen to check on a current quest, it's not listed. It's there, but it's not there. When I click on the part of the window where the short description of the quest should be displayed, it registers it with a sound, but there's no text there. Is anyone else having this problem, or could my file just be corrupt? Link to comment Share on other sites More sharing options...
Easygoing Eyebeast *i Posted May 4, 2004 Share Posted May 4, 2004 Well, if you posted your file, it would be a lot easier to diagnose. I always put the init_quest() code in my START_SCEN_STATE, but it should not really matter. Try putting them there and restart the scenario and try initiating a quest that way. Link to comment Share on other sites More sharing options...
Curious Artila philstrek Posted May 4, 2004 Author Share Posted May 4, 2004 When the dialog ends, I'm told a quest has been added to my list, but it must be invisible or I'm just braindead (probably the latter). Here are the relevant parts of the scripts: //***Excerpt from scenarioscript*** beginstate LOAD_SCEN_STATE; init_quest(1,"Meet Angel in Burberry","Seamus told you to see Angel about decoding the writings in the book you possess."); break; //***Excerpt from talkscript*** begintalknode 37; state = 8; nextstate = -1; question = "How can we find out more?"; text1 = "I know a man named Angel in Burberry who may be able to decipher the writings in your book. Tell him I sent you and he will be sure to help you out."; code = toggle_quest(1,1); break; EDIT - tried to put init_quest in start state and got same result after restarting game. Link to comment Share on other sites More sharing options...
Garrulous Glaahk spyderbytes Posted May 4, 2004 Share Posted May 4, 2004 If there's anything wrong with your syntax, I'm too braindead to spot it. Looks like you're doing exactly what I do... and it works fine for me. When you play (for example) one of Jeff's scenarios, are quests being added to your list? Link to comment Share on other sites More sharing options...
Curious Artila philstrek Posted May 4, 2004 Author Share Posted May 4, 2004 I just ran Valley of Dying Things and got the Mayor's quest in Sweetgrove with no problem! I don't know what the $@%# is going on... oh well, more head scratching. Link to comment Share on other sites More sharing options...
Garrulous Glaahk spyderbytes Posted May 4, 2004 Share Posted May 4, 2004 I don't mean to insult your intelligence, but have you checked to make sure there's no set_state(), set_state_continue(), end() or anything like that between the start of the LOAD_SCEN_STATE and where you init the quest? That sort of thing can easily slip up on you if you forget you had a call like that and just append something before the break (which I often do ). At any rate, the symptoms seem to be pointing to some kind of "gotcha" rather than a problem with the call. Only other thing I can think... I notice you have this as quest "1". Do you already have a quest "0"? I wouldn't think that would matter, but then, I do start with 0 and it works for me. Link to comment Share on other sites More sharing options...
Curious Artila philstrek Posted May 5, 2004 Author Share Posted May 5, 2004 I've checked the script over and over - there's nothing between load_scen_state and the init_quest call (and yes, I've got a quest 0 as well ). I've kind of shelved it for awhile and moved on to other things. If I figure out what the deal is, I'll post something in the future. Link to comment Share on other sites More sharing options...
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