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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
05-15-2011, 06:31 PM
Quote:
Originally Posted by Eirxia View Post
Can you link them for me.

I know how to use triggers. But I don't think it's possible to trigger them as such.

The 3 choices people can make in my quest determines which type of quest they do, where they need to go to do it.

In this case I have 3 contacts on DS9

1 gives out - Mission type 1

2nd gives out - Mission type 2

3rd gives out - Mission type 3

Missions 2 and 3 tie into mission 1 as far as plot/content goes.

The problem I am having right now is if a person chooses Mission Type 3 - everything works fine for that, except they can't "complete" the overall quest because they would be forced to do Mission type 1 and 2 before completing the quest

In the dialogue flow it would be classified as "Complete all" which there is no way to seperate it that I've figured out yet. If I can seperate them it would be easy to link it into the original quest line.

If I understand what you are saying, If a person chooses Mission Type 3 - then Mission types 1 and 2 self defeat.

Is it possible to do that way when all 3 missions are in a "Complete All" dialogue state?
Hmm... the closest I think that you can come to this is a complete all objective that would give the player a patrol type mission, but you couldn't start with a ds9 contact.

Try this: make 3 different locations and put 3 different contacts at each location. Put 3 talk to contact objectives in the story tab under a complete all objective. If it's the first objective, then you should have 3 different transition tabs. If you specify different systems as doors, then it allows the player to pick which system mission to do first, and he/she has to go back to sector space to go to another objective.

But I'm not sure how you could do this using contacts at ds9 as the doors. Sorry. Please visit us in the sbugc chat room. Others can help you in real time.

http://starbaseugc.com/index.php/chat/