Cargo
20.06.2008, 20:35
Also, ich kann Gothic ganz normal starten, es kommt keine Fehlermeldung.
Nur leider kann ich den Quest nich beenden.
Hier mal der Script:
///////////////////////////////////////////////////////////////////////
// Info EXIT
///////////////////////////////////////////////////////////////////////
INSTANCE DIA_Arrow_EXIT (C_INFO)
{
npc = OUT_5555_Arrow;
nr = 999;
condition = DIA_Arrow_EXIT_Condition;
information = DIA_Arrow_EXIT_Info;
permanent = TRUE;
description = "ENDE";
};
FUNC INT DIA_Arrow_EXIT_Condition()
{
return TRUE;
};
FUNC VOID DIA_Arrow_EXIT_Info()
{
AI_StopProcessInfos (self);
};
///////////////////////////////////////////////////////////////////////
// Info Hallo
///////////////////////////////////////////////////////////////////////
INSTANCE DIA_Arrow_Hallo (C_INFO)
{
npc = OUT_5555_Arrow;
nr = 0;
condition = DIA_Arrow_Hallo_Condition;
information = DIA_Arrow_Hallo_Info;
permanent = FALSE;
important = FALSE;
};
FUNC INT DIA_Arrow_Hallo_Condition()
{
if (self.aivar[AIV_DefeatedByPlayer] == FALSE)
{
return TRUE;
};
};
FUNC VOID DIA_Arrow_Hallo_Info()
{
AI_Output (other, self, "DIA_Arrow_Hallo_15_00");//...
AI_Output (self, other, "DIA_Arrow_Hallo_14_00");//...
};
/////////////////////////////////////////////////////////////////////////
instance DIA_Arrow_Scavenger (C_INFO)
{
npc = OUT_5555_Arrow;
condition = DIA_Arrow_Scavenger_Condition;
information = DIA_Arrow_Scavenger_Info;
important = FALSE;
permanent = FALSE;
nr = 1;
description = "Ich soll das Fleisch abholen";
};
func int DIA_Arrow_Scavenger_Condition()
{
return TRUE;
};
func void DIA_Arrow_Scavenger_Info()
{
AI_Output (other, self, "DIA_Arrow_Scavenger_15_00");//...
AI_Output (self, other, "DIA_Arrow_Scavenger_14_00");//...
AI_Output (self, other, "DIA_Arrow_Scavenger_14_01");//...
Log_CreateTopic (TOPIC_ARROWFLEISCH, LOG_MISSION);
Log_SetTopicStatus(TOPIC_ARROWFLEISCH, LOG_RUNNING);
B_LogEntry (TOPIC_ARROWFLEISCH,"...");
};
/////////////////////////////////////////////////////////////////////////
instance DIA_Arrow_KilledScavenger (C_INFO)
{
npc = OUT_5555_Arrow;
nr = 2;
condition = DIA_Arrow_KilledScavenger_Condition;
information = DIA_Arrow_KilledScavenger_Info;
permanent = TRUE;
description = "...";
};
func int DIA_Arrow_KilledScavenger_Condition ()
{
if (MIS_ARROWFLEISCH == LOG_RUNNING)
{
return TRUE;
};
};
func void DIA_Arrow_KilledScavenger_Info ()
{
AI_Output (other, self, "DIA_Arrow_KilledScavenger_15_00"); //...
// if (Npc_KnowsInfo (hero, DIA_Arrow_Scavenger))
if (Npc_IsDead(YScavenger1))
&& (Npc_IsDead(YScavenger2))
&& (Npc_IsDead(YScavenger3))
&& (Npc_HasItems (other, ItFoMuttonRaw) > 2)
{
AI_Output (self, other, "DIA_Arrow_KilledScavenger_14_00"); //...
AI_Output (other, self, "DIA_Arrow_KilledScavenger_14_01"); //...
B_GiveInvItems (other,self, ItFoMuttonRaw, 3);
B_GivePlayerXP (50);
AI_Output (self, other, "DIA_Arrow_KilledScavenger_14_03"); //...
B_GiveInvItems (other,self, ItFoMutton, 6);
MIS_ARROWFLEISCH = LOG_SUCCESS;
Log_SetTopicStatus(TOPIC_ARROWFLEISCH, LOG_SUCCESS);
Log_AddEntry (TOPIC_ARROWFLEISCH,"...");
B_CheckLog();
};
};
Ich hab mal die Text stellen mit Pünktchen erstetzt. Also was fehlt. Nachdem ich die Scavenger gekillt hab und drei Stück Rohesfleisch dabei hab, will er immernoch nicht die gesprächsoption anzeigen.
Hoffe auf baldiger Hilfe
MfG Cargo
P.S. Bin heute nicht mehr on, muss Morgenfrüh noch wo hin.
Nur leider kann ich den Quest nich beenden.
Hier mal der Script:
///////////////////////////////////////////////////////////////////////
// Info EXIT
///////////////////////////////////////////////////////////////////////
INSTANCE DIA_Arrow_EXIT (C_INFO)
{
npc = OUT_5555_Arrow;
nr = 999;
condition = DIA_Arrow_EXIT_Condition;
information = DIA_Arrow_EXIT_Info;
permanent = TRUE;
description = "ENDE";
};
FUNC INT DIA_Arrow_EXIT_Condition()
{
return TRUE;
};
FUNC VOID DIA_Arrow_EXIT_Info()
{
AI_StopProcessInfos (self);
};
///////////////////////////////////////////////////////////////////////
// Info Hallo
///////////////////////////////////////////////////////////////////////
INSTANCE DIA_Arrow_Hallo (C_INFO)
{
npc = OUT_5555_Arrow;
nr = 0;
condition = DIA_Arrow_Hallo_Condition;
information = DIA_Arrow_Hallo_Info;
permanent = FALSE;
important = FALSE;
};
FUNC INT DIA_Arrow_Hallo_Condition()
{
if (self.aivar[AIV_DefeatedByPlayer] == FALSE)
{
return TRUE;
};
};
FUNC VOID DIA_Arrow_Hallo_Info()
{
AI_Output (other, self, "DIA_Arrow_Hallo_15_00");//...
AI_Output (self, other, "DIA_Arrow_Hallo_14_00");//...
};
/////////////////////////////////////////////////////////////////////////
instance DIA_Arrow_Scavenger (C_INFO)
{
npc = OUT_5555_Arrow;
condition = DIA_Arrow_Scavenger_Condition;
information = DIA_Arrow_Scavenger_Info;
important = FALSE;
permanent = FALSE;
nr = 1;
description = "Ich soll das Fleisch abholen";
};
func int DIA_Arrow_Scavenger_Condition()
{
return TRUE;
};
func void DIA_Arrow_Scavenger_Info()
{
AI_Output (other, self, "DIA_Arrow_Scavenger_15_00");//...
AI_Output (self, other, "DIA_Arrow_Scavenger_14_00");//...
AI_Output (self, other, "DIA_Arrow_Scavenger_14_01");//...
Log_CreateTopic (TOPIC_ARROWFLEISCH, LOG_MISSION);
Log_SetTopicStatus(TOPIC_ARROWFLEISCH, LOG_RUNNING);
B_LogEntry (TOPIC_ARROWFLEISCH,"...");
};
/////////////////////////////////////////////////////////////////////////
instance DIA_Arrow_KilledScavenger (C_INFO)
{
npc = OUT_5555_Arrow;
nr = 2;
condition = DIA_Arrow_KilledScavenger_Condition;
information = DIA_Arrow_KilledScavenger_Info;
permanent = TRUE;
description = "...";
};
func int DIA_Arrow_KilledScavenger_Condition ()
{
if (MIS_ARROWFLEISCH == LOG_RUNNING)
{
return TRUE;
};
};
func void DIA_Arrow_KilledScavenger_Info ()
{
AI_Output (other, self, "DIA_Arrow_KilledScavenger_15_00"); //...
// if (Npc_KnowsInfo (hero, DIA_Arrow_Scavenger))
if (Npc_IsDead(YScavenger1))
&& (Npc_IsDead(YScavenger2))
&& (Npc_IsDead(YScavenger3))
&& (Npc_HasItems (other, ItFoMuttonRaw) > 2)
{
AI_Output (self, other, "DIA_Arrow_KilledScavenger_14_00"); //...
AI_Output (other, self, "DIA_Arrow_KilledScavenger_14_01"); //...
B_GiveInvItems (other,self, ItFoMuttonRaw, 3);
B_GivePlayerXP (50);
AI_Output (self, other, "DIA_Arrow_KilledScavenger_14_03"); //...
B_GiveInvItems (other,self, ItFoMutton, 6);
MIS_ARROWFLEISCH = LOG_SUCCESS;
Log_SetTopicStatus(TOPIC_ARROWFLEISCH, LOG_SUCCESS);
Log_AddEntry (TOPIC_ARROWFLEISCH,"...");
B_CheckLog();
};
};
Ich hab mal die Text stellen mit Pünktchen erstetzt. Also was fehlt. Nachdem ich die Scavenger gekillt hab und drei Stück Rohesfleisch dabei hab, will er immernoch nicht die gesprächsoption anzeigen.
Hoffe auf baldiger Hilfe
MfG Cargo
P.S. Bin heute nicht mehr on, muss Morgenfrüh noch wo hin.