Thats fine with me haha... the requirements, and rewards can all be changed around I'm just kinda trying to get it all together. Shouldn't be hard to add an epoch check in.
I got the treasure hunt quest left to do, and then I'm gonna try and get more in depth with it all with quest chains.
I'm thinking since its just run every now and then players can take a small performance hit temporarily when they finish a quest.
Well this is the stage I'm at now with everything:
https://www.dropbox.com/sh/pv7piar94buwd3p/AADNFMKiMJ2Ha33GyxTns4A2a?dl=0
I'm thinking I might do a mix between yours and mine, do the magazine check for items that need to be removed and remove them, then for adding I'd use the BIS_fnc.
I remembered the reasoning behind doing it the way I did now. It was to make sure each item was taken, and that each item was given.
such as in what you said:
player addMagazine ["FoodCanBeef",2];
I need to make sure that they really got 2 cans of beef.
WAI is setup to run 3 missions at once but the 3rd is "special" missions and its all commented out. You can easily uncomment it all and add all the missions to that so the 3rds a random between the hero and bandit missions. As for DZMS you'd have to do a little more work.
Haha, just an example from item names I could remember off the top of my head.
That looks a lot easier to do then all the add and remove if statements.
Also can anyone tell me what the best way is to check for removing and adding items? Just want to make sure I'm not doing it the super annoying way with BIS_fnc_invAdd and BIS_fnc_invRemove then checking each item as I go...
I misunderstood what you meant then haha... Thats kinda of how I wanted it. When I read what you said I took it as a there is a quest line and progress is shared with everyone. Hopefully I'll start working on the progression portion of this.
I think I'll probably lean it more towards everyone gets to progress through it themselves rather then people being able to pick up a quest half way through. But that does give me an idea with the current progress I have on this... I could make it so when you complete a quest it randomizes the...
Well with RPG type quests they are usually you talk to someone and they have a quest line lined up for you; go out and do this, then do this, and this..
If anyone is interested in helping me you can just PM me on opendayz and we can go from there. I'm on all the time here so I should notice it fairly quickly. I would like someone who knows a bit of coding at least to help out as well and would actually contribute.
I was thinking of RPG style quests, and have some other things for players to do as well like a race from A to B within a certain amount of time. Just an RPG style quest seems like it may take a while to setup everything and test it all.
@ShootingBlanks You were the one who helped me out with figuring out a couple things with the dialog which helped me start on this haha... I am currently on version 2 of the script, its fully working and everything. I just want to add a little more depth to it as well as multiple things for...
Would anyone like to help out with a simple quest system for DayZ 1.8.5? Would give players more to do, reward players for certain things etc.
Would have AI around the map players can talk to to start quests, rewards would be weapons, vehicles, supplies, etc. Would anyone be interested in...
Thanks for the help! Took me a while to figure out how to modify the text but I finally got it... was using call instead of spawn.. seems to be working perfectly now and I'm slowly improving everything.
in the future I might make it so they have multiple quests at each one but at the moment its just 1 per AI cine I haven't done much with dialogs ect... When I do decide to do that do I need to make the IDCs unique to the text fields so that I can modify them with a script to randomize what the...
I guess I'll clarify what I am doing and maybe that will help, I am making a static quest type system (maybe make it more dynamic if I learn more about dialogs since just the other day I finally got the GUI editor working).
I have 9 AI I have setup on dayz 1.8.5 that you can talk to and it'll...
I have my dialogs uniquely named and changed their IDD to -1, all the controls in them are named the same and I have changed the text field in each one. There would be no issues with controls named the same since they're being called from different dialogs?
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