Dialogue With A Stone (Muteloser Edit) - Egor Boss - Dialogue With A Stone (File, MP3)

I read faster than I hear them. Tbh I usually have sound off entirely. I have an app that turns off the quest text, so no i don't read it at all.

I listen to them, like I was really there. Valar Morghulis. Someday I'm going to put a sword through your eye and out the back of your skull. Index numbers are the same as in Quest Objectives: 0, 5, 10, 20, 30, 50, and on the end I add as a final quest stage, so I also tick the Complete Quest checkbox.

For each quest stage I want to display a message about objectives to Player. To show current objective I can use SetObjectiveDisplayed script function, and SetObjectiveCompleted to show that previous objective is completed. I can do it by adding them to the Result Script of each stage — this is full list:.

Remember to compile each result script by clicking on the Compile Result button, just after adding it to the stage. As you can see, these result scripts refer to each quest objective and the quest itself.

The last stage do not have any script, because it is flagged as Complete Quest. This means that even if it had a result script, this script wouldn't be processed. I am using stage only to finish the quest. If you want to save quest changes , never ever close the Quest Window by clicking on X, but click on the OK button in lower right corner of the window.

This is pure mechanics of the quest — we must decide when the quest should be updated, by switching one stage to another. If we make a mistake here, Player might not have an opportunity to finish the quest and will get stuck. Our quest is active from the very beginning.

Its first stage is 0 and next is 5 with the following objective:. This text will show up as a quest objective only when Player finds a teddy bear in Springvale School. It will also begin the quest in the game. To set up this stage we should use the teddy bear aBHTeddyBear and write a simple script. Open the Script Editor and let's begin with a new script — it will be an object script, so in the Script Type field you should set up "Object".

If so, the object will be activated taken, in this case , and if not, nothing will happen and the object we stay where it was. When the object is taken by the player and the quest stage is smaller than 5, we set up stage 5. We want to set this stage only once, that is why we check if the quest stage is less than 5. According to the scenario, Player can also first speak to Amanda, and then find the teddy bear, so actually when Player finds this item, the quest can be in stage That is why we should add another condition — full OnAdd script block looks like this:.

Notice that I am using "less or equal" comparison. It is better than only "equal" and sometimes it allows to avoid mistakes. In the IF block first processed code is this:.

If it is true, the processing will go to endif, otherwise the second condition elseif is checked. Please note that in this quest the stages cannot be repeated and in game only one of those conditions will be met and the quest stage will be set only once.

Quest stages can be repeated in the game only if in the Quest Data there is a flag Allow repeated stages checked. Next stage is This should be turned on after conversation between Amanda and Player, when Player agrees to find the teddy bear. We will do it in one of the dialogue topics later. This is next stage after Player has met Amanda and went to Springvale School, following the quest target.

Now Player enters the school and we want to change the quest stage. In front of the door we will create a primitive form , a trigger zone.

Click on the icon with a cube and the T letter on the toolbar and draw a cubic object that will cover door's teleport marker. When Player enters the trigger zone and if quest stage index is equal to 10, and only then, we switch the stage to 20 — easy enough. These stages will be set in a dialogue. But before we can do it, we must add some dialogue topics.

I think this is the most exciting part of the work — dialogue. Dialogues are all about topics, links and conditions. Click on the Topics Tab. We can create as many topics, as we want, but some of them, already existing, are the special ones:. Ezra Stone is Kane's loyal and trusted employee who is present during many of Kane's high-level meetings. Kane calls him "Stoney". He has many connections to make Kane's obstacles "go away". Season 1 opens with on Kane's redevelopment project for the city's O'Hare Airport being halted when an unpopular cemetery relocation project uncovers ancient Native American paintings.

See all Featured. See all Release Title. See all BPM. We are always looking for ways of improving Juno Download - if you have any ideas about how we can make it better, please let us know. Add to Wishlist. Menu Store New releases. Sign in Create account Sign in. The search term must be at least 3 characters long. Posted October 01, I have a problem with the dlc "hearts of stone" Posted October 02, Ich gehe mal davon aus , das es sich um die Ofline Installation 1.

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editing quest data and objectives, adding quest targets, implementation of a dialogue. There is only one requirement – you must be familiar with GECK environment. If you do or if you went through My First Vault tutorial, then we can start. Writing the story. For this tutorial the story is a very short one.

9 Replies to “Dialogue With A Stone (Muteloser Edit) - Egor Boss - Dialogue With A Stone (File, MP3)”

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  7. May 25,  · Ludicrous as it seems to Professor McGonagall in Philosopher’s Stone, there will come a time when this schoolboy’s words will be of far greater value than the Ministry’s. Enter Dolores Umbridge with her annoying little cough and endless educational decrees, prompting the sharp minds at Hogwarts to question the Ministry’s true agenda.
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